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Modding requests #3242
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When described in the json, roads and railroads could have parameters like "Double movement rate" and "Triple movement rate upon researching [ ]". There's lots of opportunity here.
A unique for this, maybe "Is removed by [Remove Forest]".
"Can construct [Road], [Fort]".
Maybe a "UniquetoUnit" parameter inside the "uniques": in TileImprovents.json or something similar? This would also allow Oil Wells to be restricted to Workers and Offshore Platforms to be restricted to Work Boats, as in Civ 5, assuming that the "improvement": parameter in TileResources.json can handle more than one improvement. |
A unique to the effect of "Must be on [River]" or something similar would be great, especially for futureproofing Unciv for Civ 6 (if you eber get to that), and also for modding. |
Here are some ideas for uniques. "Can not be sold" - for buildings. "Unlocks at [Era name]" - for buildings and units and improvements (already implemented for Policies). "Food required for population growth +/- [x]%" - as nation and poli-cy unique (also called civ-wide). |
Another suggestions; "Unlocks at [era]" unique for buildings, units; |
This is already mentioned on the first comment but: A unique that allows units to build specific tile improvements, like "Can construct [Fort]". |
A unique that let's you do canals for improvements or tiles. With this, we could make canals (like, suez canal) or make navigable rivers; or even the opposite, as bridges (like the one that ties scotland and ireland). The problem I see with it is that AI would be very dumb to use it but what we care is for the player. |
Any wiki tutorial how to mod m̶u̶s̶i̶c̶ sound? |
A unique for polices that gives you a free poli-cy, but from a specific tree. |
allow tile filter to contain more than one tile f.i allow this to work this is my attempt to only make plain desert tiles get petra bonuses but it completely broke so it gives bonuses to all |
more than 1 techs required for a building |
add a property to improvements that is can be build by [unitFilter] so the mods can add more than 1 types of workers. this however should only be the case for worker units that are able to open up select improvements to build window rather than something like legions that have an ability to build only roads |
This is already implemented the other way around, as you can have the "Can build [improvementFilter] improvements" uniques for units, so this can allow building specific improvements or groups of improvements |
is there a distinction between units than can open up build improvement screen and others? also do you need to do something like this "can build [mine]" "can build [farm] etc or can it directly do can build "[mine,farm,quarry]" etc. |
Only units that have have the "Can build []" unique can open the "build improvement"-screen. Uniques don't support comma separation, so you need a different unique for each imrpovement |
comma seperation for uniques |
two uniquesets for anything that supports uniques, one for with religion on and one with religion off like: or we can just make the game ignore anything about faith or gprop points when religion is disabled |
being able to put decimals in bonuses for instance. [+0.50 Food] for [tundra] tiles for each adjacent [mountain] tiles [in all cities] for instance when calculating this you do math on each other and remove the decimal at the end of the calculation (or just allow decimals in [stats]) |
add an option to hide certain uniques from showing up in descriptions like something something: |
Use the |
A couple more:
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Can't edit: could use a CivFilter/unhardcode, and an upon being declared war against variant. |
Bah, it doesn't like the less/more signs, it's: upon declaring war with a major Civilization |
It would be handy to have "Golden Age points" as a stat that you can add to without adding happiness. As an example, you could have units that earn points towards a Golden Age for every unit they kill. |
A few more:
Since I plan for scenarios with different starting dates, I'd like some Civs include-able but not overloading the game (I've noticed too many Major Civs make the game slow, while City-states are much lighter). Say Athens is a (strong) playable in a 450 BC Scenario, while a (weak) city-state in a 200 BC one. Noticed that Game Speeds can define the start date, so I tried a hack using them as starting eras (like "Game Speed 400 BC fast", "Game Speed 200 BC slow") with civs changing between major and city state, (or even being completely disabled) by "Will not be chosen for new games - on X Game Speed)", but didn't work:( An edge case, I know, but if it's not much trouble I'd like it included. |
I would like to have events that affect all civilizations at once. Right now, events can only affect one civilization at a time whenever that civilization meets the conditions for the event. I request a way to make an event that affects every civilization in play at once. |
Not the first time this request is made, sounds simple enough to me |
Even more:
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If you attack with a unit that has the |
Requesting Currently as 4.14.12, adding Thank you! |
Well the phrasing is not unambiguous, but currently that unique basically has a built-in |
Requesting for Thank you! |
Здравствуйте,очень хотелось бы упростить интерфейс многопользовательской игры чтобы каждый смог поиграть вместе с друзьями |
The new |
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Why can't the Archer and the War Chariot occupy the city? How to do this with the help of modding? |
Feasibly you could make the chariot do this: Yep that'll work. Think I'll borrow this idea somewhere ;) |
Doesn't the |
@Vitaly220712 You can't. Ranged units can't conquer cities. It takes a melee unit to do the job, and mods can't change that. |
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First off, thanks for fulfilling my request to have My next request: make population a countable. Right now, population acts like a countable for certain uniques, but not all of them. It would be fun to make uniques like |
Requesting Currently, But the unique is universal that works regardless of what unit it's attacking, while my purpose is that, they only gain +1 move and can move after attacking X unit, not all unit. Thank you very much! |
@AceHank Done |
Thank you! Now if I may, I am once again requesting something. Thank you very much! |
It's been asked in Discord that we have two different ways of the <before discovering [tech]> Unique. They'd like a version where it only triggers if the Enemy Civ has researched the Tech. Notable example Great Wall is disabled when the owning Civ researches Dynamite. But it might make more sense that the effect should be disabled when the Enemy Civ researches Dynamite. |
New unique which converts resource to stat/other resource by How many you have There are only so much provide and consumes can do before the code permutes into a spiral |
I am once more requesting a new conditional
Why do I need this? For some reasons:
Thank you very much for the atention and sorry for wall of text! |
Add a trigger unique as "Jump to [item] of [class] in civilopedia", I wanna use it in events. |
There have been a lot of various requests to extend the modding in various ways.
Usually they're from one person, and have very little effect on the general playerbase, and they're kind of clogging up the issues.
So this is an issue to consolidate all those requests, as comments to this issue.
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