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What kind of Moding will you do to Civ 4? (Time out:0 days after 11-08-2005, 00:28)
Bug Fixes (their are always a few)
Balance Tweaking
New Civs/Leader and Expantion type material
Adding small Features of your own design
Changing Core Civ game play aspects
Total Convertions for example a SMAC TC
Senarios Packs for example a WWII senario
Adding in-game Tools & Rules for Democracy games
Other, please specify
Bannana Mods
View Results [Edit Poll (moderators only)]
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Impaler[WrG] is offline Impaler[WrG]
King
Cheif Manufacturing Officer of Morgan Industires
May 2002
time: 22:37
  Old Post 11-08-2005 00:21 Visit Impaler[WrG]'s homepage!
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#1 Report this post to a moderator
Moding Goals and Expectations Lose 30 kilos (of popups)

What kind of Moding will you Perform, Enchourage and Test?

Firaxis says that Civ4 will be modable to the extream, alowing access to the games source code (meaning anything is fundamentaly possible). We all know their are lots of difference of opion on how a game should be and our active comunity will mod the game quite a bit even if most players just play the vanilla game. If your a Moder or thinking of doing Moding at some point indicate what your likly goals would be.

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:37
  Old Post 11-08-2005 00:32 Visit Platypus Rex<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Avatar Enlargement: We've got the solution

I will be the first to launch a banana into space !

after that I would look into modding for demo games

sophist is offline sophist
Prince

Nov 2001
time: 23:37
  Old Post 11-08-2005 02:20
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If I had the time, I would:

* implement supply lines
* change production to be a function of labor rather than land
* change trade to be a function of networks rather than land
* add a civil unrest/war/self determination model
* add minor civs, increase the number of ethnicities (and allow them to split and merge)
* make resources finite and quantized
* make it so that some units require access to a resource to function (tanks need oil, for instance)
* add random events
* introduce diseases
* incorporate some way for culture to spread through trade networks and the like
* allow vassal type relationships, federations, etc.
* allow per-city RoP
* break "Irrigation" into "Farm," "Irrigated Farm," and "Mechanized Farm"

But I don't have 1000 hours of free time to do those things.

Last edited by sophist on 11-08-2005 at 02:28

Superstring is offline Superstring
Settler
Hannover, Germany
Jan 2002
time: 06:37
  Old Post 11-08-2005 02:31
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In the "worst fears" thread I posted that my worst fear would be a disappointment on the announced extensive modding possibilities.
I very much look forward to play modded versions of other people that definitely add to or even change gameplay.
My dream, however, is that the modded aditions could be added to the standadrd game on a custom basis like plug-ins to programs.
So far, mods can only be played as an entirely new game and not added as an additional feature to the standard game.
And til now it's not possible to combine mods into more complex ones.

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:37
  Old Post 11-08-2005 02:32
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Actually, I'm all for others doing the job. I am a novise at most in modding, so my modding will probably be done from other's advise, or by DL a mod. The only way I could do more than that, is if the teacher on the school I'm starting at this year(with some basic programming as an important part of the schedule) decides giving Civ4 a try is worth the effort(I will try to convince him probably...). I have no experience in programming at all, so that is the only possibility I guess.

Boris Godunov is offline Boris Godunov
King
Portland, OR
Aug 2001
time: 00:37
  Old Post 11-08-2005 02:38
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Cheating.

Hey, I'm honest about it.

LordShiva is offline LordShiva
Warlord
Washington, DC and Bangalore, India
Aug 2002
time: 00:37
  Old Post 11-08-2005 02:41
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quote:
Originally posted by sophist

But I don't have 1000 hours of free time to do those things.


That's too bad. I want to see those things too, but I don't have the time either.

Nikolai is offline Nikolai
Emperor
Bergen, Norway
Oct 2000
time: 06:37
  Old Post 11-08-2005 03:02
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Tired of ads?

You can someone will.

Sabre2th is offline Sabre2th
King

Nov 2000
time: 00:37
  Old Post 11-08-2005 03:37
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Got spare money?

Where's the "I don't care enough to mod it myself" option?

Voted banana :P

Donegeal is offline Donegeal
King
Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002
time: 05:37
  Old Post 11-08-2005 03:47
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Shouldn't this be amultiple-choice poll?

Senethro is offline Senethro
Prince

Jul 2004
time: 05:37
  Old Post 11-08-2005 04:18
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If anyones interested in a SMAC mod, swing by the AC forums as we get closer to release. A few discussions about such a project have already taken place.

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:37
  Old Post 11-08-2005 04:28
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Re: Moding Goals and Expectations Put an end to popups!

quote:
Originally posted by Impaler[WrG]
What kind of Moding will you Perform, Enchourage and Test?


The kind that spell-checks.

TimeTraveler is offline TimeTraveler
Warlord

May 2003
time: 23:37
  Old Post 11-08-2005 04:32
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I guess what I'd first do is tweak the tech tree. I like the choices of the techs that will be in the game, but I plan to undo things like Magnetism requiring Biology and whatnot. I then plan to add a lot of future techs, thereby extending the game beyond even what they had in SMAC/X. :] Doing so will probably mean I'll want to add enough stuff to fill the future eras.

I think the next thing I'd do is make it where a nation can build any wonder they have the technology for, even if someone else got it first (the UN could be an exception to nations that join other people's UN's). Of course, if a civilization has contact with two nations that build the same wonder, I'll most likely have them more impressed with the older version. (Of course, I already mentioned most/all of this in another thread. :P )

In addition, I've thought of having energy as a base resource in addition to food, hammers, gold/commerce, etc. I suppose it wouldn't be seen much before Mechanization, but afterwards it could be used to fuel vehicles, energy-dependant facilities, etc.

Of course, what I think would be a much bigger (and possibly much more difficult) mod would be the ability to colonize other worlds like Mars after getting space flight! ...and then maybe make it where ones troops can walk on or sail over, say, the north pole of a planet (if they don't die off from the coldness, of course :P ).

Yeah... I think I have a lot of ambitious goals here. ...ones that won't be possible with any game that has already come out. :O

Aro is offline Aro
Emperor
Ipanema
Jul 2002
time: 02:37
  Old Post 11-08-2005 04:35 Visit Aro's homepage!
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Put an end to popups!

Banana Vanilla mods

Aro is offline Aro
Emperor
Ipanema
Jul 2002
time: 02:37
  Old Post 11-08-2005 05:05 Visit Aro's homepage!
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Please, don't take me wrong. I like mods, I'll probabily download all the stuff... I just can't do one by myself!

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:37
  Old Post 11-08-2005 05:24 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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hahaha a shame you did not make this a multi poll

so I choose other

many that you have listed there

and other things

twisting the programme for individual pbems and team game

such as:

The Twisted Sister series of PBEM's with locked alliances with a twist

4 teams of 2 civilizations locked in alliances

yet no player teamed with the same player, as in:

Player 1a Carthaginuan teamed with Player 2a Persia

Player 2b Japan teamed with Player 3a Zulu

Player 3b Egypt teamed with Player 4a Arabia

Player 4b Byzantines teamed with Player 1b Portugal

this way each civilization can have two set allies - that being the civilization you are locked to , and your other one

---------------------------------------

or the Passage of Ages game, where wonders really can be a wonder

Wonders have some twists

Palace - Mounted Warrior every 5 turns

Colosous - galley every 5 turns

Pyramids - worker every 5 turns

Great Lighthouse - galley every 5 turns

Great Library - Explorer every 5 turns

Oracle - Scout every 5 turns

Sun Tzu's Art or War - Warrior every 5 turns

Magellan's Voyage - Frigate every 5 turns

Smith's Trading Company - Horseman every 5 turns

Iron Works - Worker every 5 turns

---------------------------------------

then into games like Top Gun School of Aerial Warfare

Welcome to a modern land of heavy warfare.

We have a standard sized map, accelerated production and conquest victory

a few modifications have been addded to the game through the editor

Also each player gets a starter pack consisting of...

- a metropolis of 20 pop and 130 culture
- also 2 cities of 7 pop and 10 culture
- and 2 towns of 3 pop and 10 culture
- all with some good basic infrastructure - including airports
- all tiles in the zone have rail and irrigation, mountains and hills mined

also included in the starter pack...

- 10 settlers
- 10 workers
- 10 tanks
- 10 fighters
- 5 bombers
- 2 armies
- some goody huts
- some barbarians
- a few more barbarians
- traces of once fine civilizations
- and a few more barbarians
- it would not let me plant barbarian airports loaded with stealth fighters
- a for those civs that share the same land mass a few obstacles between each other

and for Maverick and his mates...

- 10 jet fighters

and for all great Rio's... somewhere to land when out and about

- 2 carriers

and their escorts...

- 4 destroyers

---------------------------------------


so yeah I am looking forward to the editor indeed

Bring It On and Game On

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:37
  Old Post 11-08-2005 05:33 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by TimeTraveler

I think the next thing I'd do is make it where a nation can build any wonder they have the technology for, even if someone else got it first (the UN could be an exception to nations that join other people's UN's). Of course, if a civilization has contact with two nations that build the same wonder, I'll most likely have them more impressed with the older version. (Of course, I already mentioned most/all of this in another thread. :P )



a great addition to any game

Xorbon is offline Xorbon
Prince
Guelph, ON
Jul 2003
time: 00:37
  Old Post 11-08-2005 08:59
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My modding goals are pretty "mod"est. (sorry, couldn't help myself )

Anyway, I'll probable add cities for each civ so we don't end up with 'London 3' and 'New New New New York'.

I'll also make changes where I see imbalances (like the 60 (!) shield musketmen from civ 3).

Finally, I'll likely add new units like I have for Civs 2 & 3 (using fan-created art of course).

Platypus Rex is offline Platypus Rex

King
Give Blood..Give Life- just 20 min.. Woodland,CA
Sep 2002
time: 21:37
  Old Post 11-08-2005 15:25 Visit Platypus Rex<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Paddy is on the right track

I will be waitig to play that modded game

LarryLard is offline LarryLard
Chieftain
London
Sep 2001
time: 05:37
  Old Post 11-08-2005 18:41
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I want to see if I can create an AI that can beat Soren's

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:37
  Old Post 11-08-2005 18:43 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Make a 7 foot tall serbian mountain man unit, sent it Sorens way

Unspeakable Horror is offline Unspeakable Horror
Emperor

Oct 1999
time: 02:37
Thumbs up  Old Post 11-08-2005 19:58
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quote:
Originally posted by sophist
If I had the time, I would:

* implement supply lines
* change production to be a function of labor rather than land
* change trade to be a function of networks rather than land
* add a civil unrest/war/self determination model
* add minor civs, increase the number of ethnicities (and allow them to split and merge)
* make resources finite and quantized
* make it so that some units require access to a resource to function (tanks need oil, for instance)
* add random events
* introduce diseases
* incorporate some way for culture to spread through trade networks and the like
* allow vassal type relationships, federations, etc.
* allow per-city RoP
* break "Irrigation" into "Farm," "Irrigated Farm," and "Mechanized Farm"

But I don't have 1000 hours of free time to do those things.


Nice ideas

Adagio is offline Adagio

Emperor

Jun 2001
time: 06:37
  Old Post 11-08-2005 20:16
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Got spare money?

I wont mod the game (or at least I have no plans to do so), though I might keep an eye open for the mods you guys will be making

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:37
  Old Post 11-08-2005 20:21
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quote:
Originally posted by Boris Godunov
Cheating.

Hey, I'm honest about it.


You don't need to mod this in. Firaxis will. Just not to your benefit, but at your expense.

Poll should be multiple choice.

I don't plan to make mods. But if necessary, I would do changes concerning options 1, 2 and 4.

- Bug Fixes
- Balance Tweaking
- Adding small Features of my own design

Boris Godunov is offline Boris Godunov
King
Portland, OR
Aug 2001
time: 00:37
  Old Post 11-08-2005 20:22
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quote:
Originally posted by Paddy the Scot
Make a 7 foot tall serbian mountain man unit, sent it Sorens way


I first read "serbian" as "lesbian." As you can imagine, that made your post much more interesting, especially with the intended destination.

Adm.Naismith is offline Adm.Naismith
King
Milano - Italy
Oct 1999
time: 06:37
  Old Post 11-08-2005 20:28
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quote:
Originally posted by sophist
If I had the time, I would:

* implement supply lines
* change production to be a function of labor rather than land
* change trade to be a function of networks rather than land
* add a civil unrest/war/self determination model
* add minor civs, increase the number of ethnicities (and allow them to split and merge)
* make resources finite and quantized
* make it so that some units require access to a resource to function (tanks need oil, for instance)
* add random events
* introduce diseases
* incorporate some way for culture to spread through trade networks and the like
* allow vassal type relationships, federations, etc.
* allow per-city RoP
* break "Irrigation" into "Farm," "Irrigated Farm," and "Mechanized Farm"


Well, I will not bet on this deep level of modding as really available in Civ IV.
You are putting some serius change to game root, and worth them or not, I don't think anyone but Firaxis can change the game engine so much without touching the source code.
I mean, there are limits to phyton, XML data and AI library change.

On the other hand, you can now have hundreds of hours free from your "Impossible Mod" project. Think Positive

Kuciwalker is offline Kuciwalker
Emperor
of Schmooism
Feb 2001
time: 00:37
  Old Post 11-08-2005 21:04
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quote:
Originally posted by Boris Godunov
I first read "serbian" as "lesbian." As you can imagine, that made your post much more interesting, especially with the intended destination.


Maybe you should get glasses

sophist is offline sophist
Prince

Nov 2001
time: 23:37
  Old Post 11-08-2005 21:19
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quote:
Originally posted by Adm.Naismith

Well, I will not bet on this deep level of modding as really available in Civ IV.
You are putting some serius change to game root, and worth them or not, I don't think anyone but Firaxis can change the game engine so much without touching the source code.
I mean, there are limits to phyton, XML data and AI library change.

Quite possibly. However, they've said it will be very customizable. That's a very subjective term. If it isn't nearly flexible enough to do what I describe, I'll be disappointed.

My best guesses as to the feasability of my wish list:
* implement supply lines

Hard to do, lots of work.

* change production to be a function of labor rather than land

Easy to do, not a lot of work.

* change trade to be a function of networks rather than land

Hard to do, but not a lot of work.

* add a civil unrest/war/self determination model

Medium difficulty, medium amount of work (mostly tweaking).

* add minor civs, increase the number of ethnicities (and allow them to split and merge)

Medium difficulty, small amount of work.

* make resources finite and quantized

Medium difficulty, small amount of work.

* make it so that some units require access to a resource to function (tanks need oil, for instance)

Medium, small amount of work.

* add random events

Easy, small amount of work.

* introduce diseases

Medium difficulty, small amount of work.

* incorporate some way for culture to spread through trade networks and the like

Hard, but relatively small amount of work.

* allow vassal type relationships, federations, etc.

Easy, but medium amount of work.

* allow per-city RoP

No idea.

* break "Irrigation" into "Farm," "Irrigated Farm," and "Mechanized Farm"

Easy and small amount of work.

quote:
Originally posted by Adm.Naismith
On the other hand, you can now have hundreds of hours free from your "Impossible Mod" project. Think Positive


Why do you suppose it is that I don't have 1000 hours?

Boris Godunov is offline Boris Godunov
King
Portland, OR
Aug 2001
time: 00:37
  Old Post 11-08-2005 21:46
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Where are you getting those guesses from? Given that we really know jack squat about such modding capabilities for now, that seems like very pie-in-the-sky thinking...

LordShiva is offline LordShiva
Warlord
Washington, DC and Bangalore, India
Aug 2002
time: 00:37
  Old Post 11-08-2005 22:25
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I'd also like to see, maybe dabble in, period mods (eg. ancient world mod, modern world mod, etc.).

 
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