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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 policy 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 policy, 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 |
UnitFilter:
To be able to award upgrades just as promotions are. |
I am once again requesting some uniques, Unit Trigger Condition Thank you |
I am once again requesting some uniques, I'm sorry but, because of my misunderstanding, I would like to request: And I don't know if it's a valid request but, Thank you! |
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Annnd requesting the unique |
A bombing run unique would be cool. Applications beyond bombing runs possible including wide-beam attacks. Would require start tile, range, destination tile. Path determined, perhaps shown like <Attack profile Bombing Run with a radius of [Radius]> Possible evo: Random R option; R+1 linear spread option |
I've been thinking for a long time of tile targetted triggers - i.e. special attacks, but the problem is mainly a UI one, and I don't enjoy UI |
I'd like to ask for uniques that modifies city strength and city health by a flat value, while also accept conditionals |
The |
A modifier like |
A few requests/suggestions, though I'm sure not everything's new about them.
Was multiple leaders per Civ added? I thought I came across that but can't spot it anymore. |
I'd like to be able to stack the paradropping unique. If a unit has a unique that lets it paradrop 5 tiles away, and then gets a promotion that lets it drop 3 tiles away, I would like these to add together, giving the unit an 8-tile drop radius. |
There is no such thing as 'local happiness' in cities, if you're implementing that it would be with citywide resources and then you can use resource conditionals |
There's no such thing... in Unciv. In Civ 5, most happiness sources are local to that city, and you can't have more local happiness than the city's population |
I am aware ;) |
Two request regarding Events,
Thank you! |
What's your use case for "upon triggering event"? Sounds like something that can be done with event choices |
It will be mostly for UnitTriggerable. For example, an event that results in all available units gaining 15 XP, would require |
Checking all units for potential triggers is definitely not something I expected tbh, and I would definitely want to trigger this in another way - like "<for every [unitFilter] unit>" modifier on a trigger |
Yeah a triggerable unique for spawning a revolt would be neat |
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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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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