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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 |
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I am once again requesting some uniques:
For additional info, I have workaround for most of my use case on no. 3, so it's not really a need for me, but it would be much easier if I can just slap Modifiers to them. EDIT: Oh, also workaround on no. 2 as well, but, would be easier if that's available. Thank you very much! |
add specialist type like scientists and artists to populationfilter |
Requesting Reason being, I want the already existing Thank you very much! |
I apologize for spamming the request thread. And I thank you as always for the help. Requesting Thank you! |
I really need that one too |
Once again I apologize for spamming the thread. Requesting: Thank you very much! EDIT: Oh and while I'm at it, I also request |
I am baffled that this hasn't been added yet: |
Also a |
Posted my reasoning for these on the Discord but I thought I'd also log in to my old github and request these uniques here: A In addition to that I would really appreciate these two to be added onto the possible countables:
Lastly, I would appreciate being able to multiply stockpiled resources for calculation purposes (You can do this already but it requires a second resource purely for calculations) :) Thanks to all the amazing people working on this open source project btw, wish I had the time to contribute myself.
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Small comment from my side: This has to be [Nation] not [NationFilter] as the latter is ambigious |
Requesting the already existing My mod has plenty of custom resources used for counters, and despite being And if it happens to be new unique, this should also accept conditionals, currently Thank you very much! |
Can we add TriggerCondition countable uniques? They will be useful for triggering events. Something like this:
That means if civilization's gold reserves becomes higher than 20000 the event will trigger. |
You can get it by
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You misunderstood me This event is intended to be triggered at turn when gold is crossing above 20000. Let's say, when gold grows from 19900 to 20100, then event gets triggered. But if it grows from 25000 to 25200 it should not be triggered. |
It'd be nice to have a way to filter for tiles that are worked by a citizen. For example, to have a way to provide resources with a tile improvement only when a citizen is assigned to the tile. I imagine you could extend the existing tileFilter implementation and add something along the lines of I could look into implementing it myself if someone could point me to the relevant files. |
@PLynx01 Sorry. And we could still use uniques today to achieve it but hurting performance. |
I noticed that the global unique |
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All units when built trigger all their uniques so you don't even need a trigger, should work today |
First, this kind of request demands a feature request issue post, way too involved for 3242. Next, hey I'm just the guy to comment on tile shape modding! See Ultima V tileset mod (on discord and github) for an example of synthetically using square tiles. Maybe this could inspire an isometric vis-hack like my mod has done with capturing retro gaming. Last, for this response (again this isn't the right place for the discussion), the entirety of pathfinding and AI is built in a hex grid world. Support for 4-poly (square) or non-hex is about as likely as moving to unreal engine. Isometric view sounds great, but you'll have to engineer a modhack to bring that idea to life. |
re: hackedpassword
Sure, I can make it a feature request; I was under the assumption this was the right thread for it.
I'll take a look, thanks.
The last images was just example implementations from FreeCiv; it indeed only supports 4 directions, and "de-hexing" unciv was not what I was suggesting. |
Requesting Thank you! |
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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