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What You Want MOD

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  • What You Want MOD

    I am going to start a MOD, but I didn't want to start my own mod, I want to start a huge community MOD.

    This mod is going to work by everyone requesting what they want in the mod, please be specific, and then I will put it into the mod.

    This is all open to discussion, so please post your thoughts and especially your ideas here.

    Pap

  • #2
    Well, I've modded my game to include 90+ units, most of which are 'flavour' units so that each civ has it's own tank, fighter, knight, etc. Other than flavour units, I'd like to see more techs (complete with new icons!) so that each of the new units (since some aren't flavour units) gets a good bit of game time.
    Up the Irons!
    Rogue CivIII FAQ!
    Odysseus and the March of Time
    I think holding hands can be more erotic than 'slamming it in the ass' - Pekka, thinking that he's messed up

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    • #3
      wow, i was just thinking of doing the same thing!
      i will join your little venture if you want... i can comtribute the tech pics and my set of new citys...
      sounds cool!

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      • #4
        Can you include a cow rider?

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        • #5
          I have got lots of ideas for a mod, but it seems I never "get the bottom out of the wagon" (as we say in Sweden) and finish my own mod.

          General:
          Rename the Modern age to the Information age; the latter one may be a little cliché, but people have always regarded themselves as "modern".

          Techs:
          Domestication - makes Silks, Horses and Cattle visible
          Planting (req Domestication) - makes Grapes and Spices visible

          Units:
          To limit early expansion, Settlers and Workers should pe preceded by the wheeled, and more expensive, Emigrants and Peasants. Ordinary Settlers and Workers should be made available by researching Agronomy and Farm Tools.

          Droid (Robotics, Aluminum, Oil) - a Worker thad doesn't cost a citizen.
          Observer (Radio) - 0/0/3, Radar, Sub, Hidden nationality, See subs and Stealth flags.
          Missionary (Theology) - 1/1/2, the Sub and Hidden nationality flags. This unit would be great for capturing another player's Workers!
          Guerrilla (Communism) - 4/3/1, all as road, sub, stealth. Used for pillaging and attacking weak units.
          Battering Ram (Bronze Working) - 0/0/1, high bombard strength, cruise missile flag. Should be destroyed when bombarding.
          Horse convoy (Horseback riding, Horses) - 0/0/3, carry 1 foot unit
          Auto convoy (Motorism, Oil, Rubber) - 0/0/4, carry 2 foot units

          More coming up...
          The difference between industrial society and information society:
          In an industrial society you take a shower when you have come home from work.
          In an information society you take a shower before leaving for work.

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          • #6
            Other units:

            War Elephant (Warrior Code, Elephants resource) - 4/1/1 - early assault unit available to any civ lucky enough to have Elephants.
            Gurkha - Indian Unique unit. Like Rifleman but alpine.
            Gunship (Space Flight, Aluminum) - 16/6/6 - expensive attack helicopter.

            Some units, like tanks and cavalry, shouldn't be able to fortify because they are dependent on mobility. (How do you fortify a tank? Digging it down or surrounding it with landmines are bad ideas.) To compensate, the fortification bonus should be increased to 50%.
            The difference between industrial society and information society:
            In an industrial society you take a shower when you have come home from work.
            In an information society you take a shower before leaving for work.

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            • #7
              Those are some good ideas Optimizer.

              I'd like to see a lot more sea units.
              Some ideas would be:
              Gunboat (weaker Ironclad), Cruiser (the regular kind) and some kind of unit between Ironclads and Destroyers (check out the Iron Frigate unit to see what I mean). I'd also like to see Battleships a lot more expensive so as to give other smaller ships more of a role (especially cruisers).

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              • #8
                Some more ideas:

                Buildings

                The Harbor should be split into several, cheaper improvements:
                Dock - increases food output from the ocean
                Goods Port - enables water trade
                Naval Yard - ships become veterans



                Wonders/Small Wonders

                Sacred City (Shrine in city radius) - happiness within the city, Forbidden Palace effect
                Autobahn (Oil, Rubber) - gives commerce bonus to all cities on the continent, but increases pollution
                Safari Park (Elephants in city radius) - increases commerce
                The difference between industrial society and information society:
                In an industrial society you take a shower when you have come home from work.
                In an information society you take a shower before leaving for work.

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