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File: lakes.jpg (230 KB, 1146x515)
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What mods do you like?
I know Civ4 has some really big ones like Caves2Cosmos and Rhye's.

I usually like very minor mods that fine tune stuff.
Like in civ5 I there's a Forge building, that gives +1 Production on Iron resources, and a Mint building that gives +2 Income on Gold and Silver resources, and I liked using a mod that also made the Forge give +1 prod on Copper resources and the Mint give +1 income on Copper resources.
A slight boon to Copper and heighten immersion without going away too far from the core of the game.

In civ6 I've mostly used mods for size and player caps, so my friends and I could play in teams against many other AIs that were also in big teams.

Been looking into a mod that just removes the Governors though, anyone know if there is one? It's so clunky and really hurts the immersion with how micromanage intensive it is.
I actually didn't buy Rise & Fall and only got Gathering Storm to avoid Governors, but turns out they added those into Gathering Storm as well.
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>>2178119
Only game I’ve modded is 6 and I always play with mods that extend the map and make techs/eras progress much slower. Unfortunately I have to be really selective of what I add in addition to that, as Firaxis added the asset limit bug into the game that killed the amount of mods you could have active at once. But fortunately it doesn’t really affect flavor mods like Rosetta, Real Great People, etc, but having to skip out on shit like Districts Expanded or ones that add new wonders sucks. A shame they couldn’t fix the bug before destroying their company with VII
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>>2178133
>asset limit bug
Is this the reason why half the natural wonders on my maps have their meshes missing? It wasn't a problem til some patch i don't remember which
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>>2178119
>Caves2Cosmos
i never managed to "finish" this one, i think i got to the industrial age at most
lovely bloat mod
>>
the best mods for 4 are Dune Wars and Planetfall
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>>2178147
Close to Home also deserves a mention, but obviously it's got a very narrow purpose.
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>>2178138
Yeah they added it with one of the DLCs I believe. It’s a hard cap of around 8,000 new assets, I think, and what’s really crazy is that the DLCs themselves contribute to the limit. So you could squeeze in a few more mods or maybe fix the missing wonders by disabling some of the leader packs.
This mod prints the total number of assets you have loading to a log, so it’s useful to see how close you are to the limit:
https://steamcommunity.com/sharedfiles/filedetails/?id=2843452410
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>>2178119
Adv civ for civilization 4
https://github.com/f1rpo/AdvCiv/tree/1.12
It's vanilla+ with improved and less cheaty ai
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>>2178119
Just started Caveman2Cosmos (and Civ IV in general) two days ago, I’m still in the Paleolithic era but it’s fun so far. Honestly I thought the dated graphics would be a bigger problem for me as I started the series with VI, but the game actually has a bit of charm to it
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>>2180573
yeah it's from an awkward era of 3D sadly
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>>2178119
Pie's Ancient Europe is the GOAT of Civ Mods
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>>2178119
For Civ 4, I made my own comp that combined Better Bat AI as well as Next War scenario additions (techs, some random resources popping up on worked tiles, units, buildings, modifications and ambient sounds for future era.. etc)
>>
I used to make civ 6 mods, it was pretty fun. the most popular one was a very simple tweak that got 33k subscribers at the moment, thought I'm not sure it still works after firaxis updated the game. I also had one "total rework" sort of mod that took me some months to make, that one is definitively broken now. too bad civ 7 was so bad or I might have gotten into it again
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>>2181010
>some random resources popping up on worked tiles
No wait, that was in vanilla. I meant to say resource exhaustion.
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>>2181000
real + trips + I gotta play it again I'm thinking about Egypt
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>>2181258
For me, it's Assyria, Persia and also Egypt
I don't even play PAE to win, I just want to build a cool ass civilization and LARP as a Bronze Age God-King
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>>2178119
Civ3 Expansion mod 1.6. If you were familiar with the RAR/DYP mods this one is sort of the final evolution of that whole effort. Easily quadruples the content and depth in the game.

I did make a bit of a homebrew version of it. Tuned the governments different because theocracy was absolutely useless the way the modders wrote it, for example. Tweaked certain resources spawns a bit. It’s much more balanced than the base game. It scales very well, and you aren’t entirely fucked if you don’t have access to every single strategic resource. For example, you now have horses, camals, and elephants that all correlate to different units in around the same time period (all of these also have their own upgrade paths)The stats aren’t identical but they are in the same ballpark and although they are used in different ways they share each other’s space if that makes sense. Theres a ton of unit variety and they’re all useful, and you feel like you have enough time to actually use them as well before its upgrade time. Tech tree is massively expanded. Tons of new buildings, some are correlated with certain resources to help boost or specialize your civ. For example, natural gas is now a resource and has a very low spawn rate. Usually only 2-4 civs on the largest maps will have access to it. It allows you to build a “gas street lights” building which reduce corruption and also allows you access to a couple of proto-buildings that essentially function as early coal plants before that tech comes along. Mechanics like corruption have been rebalanced and it’s now viable to play tall or wide (tall in this game would be closer to 10 cities though) depending on which government you have, but there is a government for every possible situation and they’re all mostly viable. There are also flavored units for not only the different cultural flavors but in many cases civ specific ones.
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>>2181502
The only thing is that there is a folder in the mod files for the “Churchill” unit that needs renamed. Evidently it was something that got overlooked when the mod version was released and the folder accidentally got named for another tank. If you try to play without correcting this the game will crash when you or the AI attempt to build the unit. But it really is my ideal version of Civ in general, not just civ3. I definitely can’t play without it and easily have 3-4K hours sunk into it. Never gets old. I would really encourage anyone to try it especially if you have a little bit of modding experience with Civ3 or just have a love for Civ3.This mod turns it into the game it always should have been and I kept multiple backups of my little edited version of the mod on external hard drives. Finding the game folder that needs renamed is easy although there isn’t really any specific info on that particular issue on civforums or anything.
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>>2181502
>DYP
Double Your Pleasure? Yes! That was a great mod. It needed some fixes, but that's OK
I'll have to check out 1.6. Thanks
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>>2181800
Yep! Expansion 1.6 has all of those fixes minus the file that needs renamed that I mentioned, but you won’t encounter that bug until the late industrial or early modern so you can try the mod out with zero effort.
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>>2180573
C2C has some cool features imo, but macro becomes a pain in the ass with how much buildings there are. Apparently i heard automated units contribute to late game lag which is a big problem with the hidden spy/assassin units crawling everywhere. Got furthest in the renaissance era before crashes bricked my save..
>>
It's very annoying to get started with modding.
>You should use modding tool X
>download X
>You need Y to use X
>Where do I find Y
>...
The answer is down to line, but still annoying.
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>>2184420
what modding for what civ game? the kind of modding I did for civ 6 didn't really require any tool save for notepad, thought I used notepad++ to write the files.
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>>2184436
Yeah civ6.
I know I edited some mods in civ5 with just notepad, but when I looked up civ6 modding yesterday it sent me down this other rabbithole.

Opening up an old explorer unit mod with notepad, yeah you're probably right I can just change this stuff around.

Some specific traits might be trickier.

I'm mostly interested in adding a bunch of units and buildings, so that should be within my current realm of knowledge just looking at this, at least the units, but reverse-engineering a mod with a building should solve the other part.
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>>2188418
I ended up starting a new game, same mod (Realism Invictus) with a faster speed, happiness is killing my growth, but with the discovery that i can press a button to pause the population growth im doing better, im starting to understand more of the gameplay too. The economy does change focus as you progress the tech tree.

The Dravidian declared war on me because of a border clash, even though i had 1.1 their units and a better location. So i steamrolled one of their cities and marched on their capital, where i got fucked. Then i rebuilt my army and conquered it.
This got me a bit worried, i thought the AI wouldn't declare if i had a similar sized army, how do i make sure im the one starting the wars?


posting here because i got no replies on the other thread...
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>>2193798
You can check the leaders' personality traits in the civilopedia under their entry in the society tab. I don't know how accurate this information is because my experience with the mod is pretty limited.
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>>2178119
I like the inland flooding one for 6, I would like it if there was a mod that throws a bunch of calamities in the mid game like lots of permanent flooding, meteors & volcanoes poping off.
underutilised mechanic desu
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>>2195650
can't believe i didn't notice the whole panel on the right
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>>2196017
>I would like it if there was a mod that throws a bunch of calamities in the mid game like lots of permanent flooding, meteors & volcanoes poping off.
>underutilised mechanic desu
Gathering Storm dlc does that.

Current game it had a city on a peninsula, and it turned into an island.
Lost a few districts to permanent flooding.
Reconnected that city to the mainland with the golden gate bridge.
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>>2181502
Link? Searching this up isn't getting me anything.
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>>2180573
Do try the tile gfx replacement and extra civ mods
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>7 so bad no one talks about its combat balance that is spamming cav
Sure let's make the unit that required resources in previous games not require any and take out the anti cav infantry and make it as cheap as infantry.
What were they thinking?
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>>2205792
idk, are there combat or any mods of worth for 7 yet?
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>>2196914
https://www.moddb.com/mods/expansion-mod

Literally the first result on Google
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>>2178119
For me, it's the LotR mod for Civ 3. Most assets are taken from Warhammer Fantasy mod (easily seen by the green orcs, for example) but it's still cool.

There are several maps, including the map of Middle-earth with "historical" starting positions. Each race or cultural group have unique abilities, units and/or wonders. For example, dwarves are the only race that is able to traverse mountains (with exception of the giant spiders) - which is a huge advantage given the how massive the mountain ranges are, but they can't build cavalry.

Isengard (which I played as on Emperor difficulty) is a human faction and shares the same basic units with Rohan or Gondor but it can't build settlers the normal way. Instead you have to construct a small wonder autoproducing settlers every 16 turns but it gets quickly obsoleted with writing. As a counterpoint, Isengard got a unique building giving +25% to production, plus it has access to unique units like great worms in later ages.

There is something intrinsically enjoyable about playing a normal Civ 3 game but in Arda, like carefully timing invention of writing to switch from colonization to capturing Rohan cities; supplying Arnor with horses and the dwarves with iron in their wars with the run-away agricultural Shire, while trying to curb the Gondorian aggression, etc.



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