What mods would you like me to make?

Thanks for the offer. My suggestion would be

The Zombie Wars -- "A mod inspired by Max Brooks' World War Z".

I could think of two ways to do this:

"Fighting back the plague": Szenario starts in the modern era with most of the world overrun and only some cities (not: countries) holding out, probably on a smaller map. Would fit in nicely with the concept of grateful city-states. Victory condition is killing every last zombie. Not much new technology, if any.
- Danger of wounded units becoming infected themselves when they lose a battle (fitting into the new combat system).
- Cities run a risk of becoming "infected", in which case they lose 1 population per X turns until completely depulated. The danger of infection increases with the number of roads, airports, harbors, trade routes; decreases with hospitals and "barricades" (walls).
- Great People are "legendary zombie fighters" or "Great Survivors" (have fun with the names here -- Ash; Shaun; Zoey, Bill, Francis, Louis; Rochelle, Coach, Ellis, Nick ...) When they are in a city, the infection is halted, but not cleaned out; that might need a special unit
- Infected can "hide" in forests (fitting into the new combat system as we know it)
- "Slow" ("Romero") zombies move only one squa- (oops) hex per turn and are fairly easy to kill, but appear in large numbers. "Fast" ("28 Days") zombies move fast (whatever that will be) and are harder to kill, but there are fewer.
- "Slow" zombies move randomly, but are attracted by units, cities, fortifications, and tend to stay on roads once they find them. They cannot cross seas or rivers without bridges
- "Fast" zombies move in a straight line, randomly determined (making them more dangerous because they can penetrate deep into countries) and can cross rivers and shallow water

"Zombie-added Civ": Normal Civ V but instead of barbarians, we have zombies during the whole game, with some of the mechanisms above. Other ideas:
- "Zombie cities" produce "waves" of "slow" infected every x turns.
- When zombies overrun a formerly human city, these not only turn out "slow" zombies in waves, but also "fast" zombies (making the lost of a whole city a very serious problem)
- When a capital is overrun, it produces a "Great Zombie" that has a high chance of infecting a city if it reaches it (forcing the player to concentrate all resources on stopping it)
- All continents and islands without human populations automatically have zombies hidden in the forests
- Scouts and explorers have a certain immunity and can see zombies in forests, making them more important
- Atomics can stop the infection but destroy the city, have a small chance of producing a Great Zombie (mutation), and really make people mad by "destroying moral" (increasing the chance of infections spreading to other cities)
- There could be a "zombie fighting tech tree". Should include chain saws.

A lot of this depends on what the final game actually looks like, of course; these would be ideas based a lot on Civ IV. Oh, and thanks again.
 
make a mod which enables the game to prevent the creation of any further mods from you

Why, do you hate my mods that much? I'm quite insulted by this. It would've been simpler for you just to not download my mods than to say that. Many thousands of people have gained enjoyment from my mods you know. :mad:
 
I love the idea of a mod that lets you play civilization from the starting point of a post apocalyptic wasteland.

With a parallel tech tree, starting off with a "survivor" unit instead of a warrior etc - all of the civilizations starting as single cities remaining in remote locations after everything else is destroyed, slowly building their civilizations back up.

It's a shame that a mod like that has such a massive scope - and as the graphics improve, the time required to write a complete tech tree & units becomes more and more.

Much respect to everyone who designs the fantastic mods for these games. I used to do them back in Civ 2 but man, this stuff is complex now.
 
there is a mod called STONEAGE that starts waaayyy before usual, that i loved playing, it was my fav mod. but the latter versns were not vista compatible >2.3
i would love to see another versn of that mod, perhaps even an option of the regular game? the choice to start prehistoric, perhaps a post iceage version where the ice caps recede during play? hhmm what of a game that starts pangea but it breaks apart into continents during play? the forward areas grow increasingly high mountain ranges, the trailing side gets volcanic eruptions and planetwide earthquake events, like in true history?
and/or a combo of them all, start pangea, traveling tectonic plate action, encroaching then receding ice age. that sounds like an epic mod to me.
 
wow - i just read about zulus urban sprawl mod wish...
Spoiler :
OK, I'll jump in with something that probably won't be in ciV, because it's never been in a civ game. But it is something that I would like to see:

Urban Sprawl:

I'll explain this using civ4 as a frame of reference. When a city reaches a certain size, it should expand to cover adjacent tiles. It shouldn't necessarily expand uniformly either, but should first expand to cover the tiles with a village/town in them, then the remaining tiles with the most food, then remaining tiles with the most hammers, and so on. Cities expanding in this way will also expand their radius of worked tiles.

Additionally, once a relatively modern tech has been discovered, the graphical look of cities should change - the buildings should start getting taller.

Finally, you could end up with a situation where two super cities will expand into each other, creating a mega city.
... and i had some nice memories about a similar mod in ctp2 (long long time ago).

and then i read your post that you had created this mod :eek: awesome :goodjob:


I helped on that mod for CTP2. It was really cool to see your city expand and eat up the land around it. Cities could graphically join, but not functionally.
 
wow - i just read about zulus urban sprawl mod wish...

... and i had some nice memories about a similar mod in ctp2 (long long time ago).

and then i read your post that you had created this mod :eek: awesome :goodjob:

Yeah I helped on that mod, it was really cool. :D

* Writes down urban sprawl next to natural wonders for modcomps to make *
 
2nd the Napoleonic request. That would rock. Also, a Roman Empire mod, maybe a Total War: Rome conversion.

Also, looking forward, a futuristic mod would be awesome. I loved the idea of Next War and Final Frontier. Those had issues, but I believe it had a lot to do with the creators having very short time-frames.

Another idea is Railroads! flavored mod. The time period could be the Industrial Era and the tech tree, buildings, units could elaborate and focus on railway systems.
 
I think Dale should definitely be in on the beta. Then the mod will be ready when the rest of us get to play! :P
 
Why, do you hate my mods that much? I'm quite insulted by this. It would've been simpler for you just to not download my mods than to say that. Many thousands of people have gained enjoyment from my mods you know. :mad:

Absolutely. The savior of C4:Col shall not be brought down by trolls!
 
Dale, I think you should make a WPC themed mod. Replace the trees with :broc: and replace the animals with :oerdin:
 
@Dale: If you are tired of WWII

I wouldn't mind taking the lead in RtW scenario for Civ 5 based on a mod you may develop, if I could get your support on the coding side for 2nd/3rd level support, while I am learning to code myself.
 
:lol:
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Change the whole promotion/exp system. When creating a unit, you should be able to give them more exp if they are 'trained' longer. Baracks still apply, but you possibly chose the promotions you want before making the. units
 
@Dale: If you are tired of WWII

I wouldn't mind taking the lead in RtW scenario for Civ 5 based on a mod you may develop, if I could get your support on the coding side for 2nd/3rd level support, while I am learning to code myself.

I'd be honoured good sir. Your work to improve on RtW is fantastic. :)

In terms of what support I could provide, I'm sure for the first 12 months my time is going to be very full. :(
 
How many posts have I read over the years, saying the USA shouldn't be a Civ. Well give them what they want. A WWII mod in which the North American continent does not exist. The player is Soviet Russia. Let's see who the world would end up being enslaved by.

Oh and of course an Aussie mod. Leader John Curtin.
 
Yeah I helped on that mod, it was really cool. :D

* Writes down urban sprawl next to natural wonders for modcomps to make *

What is on your list?:mischief::D
 
The world of modding is a closed book to me, I'm not sure I understand what it really means, and I certainly wouldn't know where to begin to do it for myself. But I respect anyone's ability and altruism if they can improve on the original for the benefit of others.

Are there a list of mods available, and any instructions on how to install / play them? Someone mentioned Dale saving Civ4Col - what's that all about? And has Civ4 itself been modded to any great extent?

Hats off to all you modders and down with trolls.
 
Please, in all things holy (and unholy), make a mod of Korean War, Or Vietnam (Perferablly Korea). That would be so awesome and original, as there aren't much mods of the Cold War that are specifically about a single war.
 
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