• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Elias Auxilibus

Sergeant
22 Badges
Nov 2, 2023
51
38
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Ancient Relics
  • Cities: Skylines - Campus
  • Stellaris: Megacorp
  • Cities: Skylines Industries
  • Stellaris: Distant Stars
  • Cities: Skylines - Parklife
  • Stellaris: Apocalypse
  • Cities: Skylines
  • Cities: Skylines - Green Cities
  • Stellaris: Synthetic Dawn
  • Cities: Skylines - Mass Transit
  • Stellaris - Path to Destruction bundle
  • Cities: Skylines - Natural Disasters
  • Stellaris: Leviathans Story Pack
  • Stellaris
  • Cities: Skylines - Snowfall
  • Cities: Skylines - After Dark
  • Magicka 2 - Signup Campaign
As the title states, I have a mod request I'm willing to pay for, starting with $100 before it's worked on, and a minimum of an additional $100 after the mod is finished. I've been involved in game development before, and I know that things aren't instant and that there are limitations, so I will not ask for anything ridiculous.

However, I've attempted to do this kind of thing before, and I got absolutely flooded with people trying to scam me, so I have two requirements:
-You must be able to accept either Paypal, Patreon, or similar payments from the USA. I'm also willing to compensate with Steam gifts. Otherwise, any form of payment is fine as long as you can accept it from the USA and I don't have to go through a 50 step process through some dodgy website.
-You must have previously posted a "code mod" for Cities: Skylines, Cities: Skylines 2, or another Unity game, and be able to prove it's your mod.
(if you have no previous code mods but are able to work on this, I will pay after work has completed)

These are required. The completion of which nets $200 total (willing to negotiate for higher payout):
-Traffic accidents call for a fire engine instead of a road maintenance vehicle.
-Increased chance of Cim injury at a traffic accident.
-An injured cim (not including those at a traffic accident) calls for a fire engine in addition to the ambulance.
-Varying number of fire engines called for a structure fire depending on cell size and density (will have to discuss in detail and see what's possible and whatnot)
-Varying number of police cars called to a crime scene depending on density (low calls for 2, medium 3, high 4).
-Triple how long a structure can burn before collapse.
-Double the length of time it takes to put out a structure fire.


The following are things I'd like and, while not required, I will pay a bonus for each thing done. Payout is negotiable:
-The option to choose what type of emergency vehicle (US or Euro) is spawned at a station, kind of like how you can choose different aircraft for air routes.
-Fire helicopter will respond to structure fires that are not low density. It won't actually do anything (i.e. won't drop water) but rather observe.
-Police helicopter can respond to a crime scene. It doesn't do anything, just hovers/observes. However, if possible, the Cim who committed the crime is still arrested and teleported into the responding police car even if they've walked away before it arrived.
-Emergency services with lights/sirens approaching an intersection temporarily changes the priority for all lanes. The lanes the emergency vehicle is in has priority, all others have low priority (may have to borrow some logic from the Traffic mod). After the emergency vehicle passes through the intersection, the priorities revert to what they were before.
-Upon arrival to a call, emergency services pull to the side of the road or find the nearest parking spot. If there are no available spots nearby, revert to default behavior of parking in the road.
-Cims in a strucutre that catches fire roll a chance of being injured, requiring ambulances. These ones will not require additional fire engines to be dispatched.
-Fire and medical helicopters will only respond to emergencies past a certain distance from where they're based.
-Ambulances patrol like police cars. This in of itself has no effect, but they'll respond to nearby incidents while they're out.
-Fire engines can rarely patrol like the above. However, this requires their station to have at least 2 other engines available.
-A percentage chance a sick Cim will also call for a fire engine in addition to the ambulance.
-A percentage chance an injured cim will call for a police car, in addition to FD and EMS.
-Willing to accept new ideas if discussed first and pay for them to be implemented.


If anyone's interested, feel free to reply here, message me on Discord (account name is eliasauxilibus), or friend/message me on Steam (name is also Elias Auxilibus there, icon is of the head of a white dragon). Finally, as mentioned previously, I understand that there are numerous restrictions and the like, so if it turns out something is impossible or excessively difficult, we can discuss how to handle it (changing the specific requested mechanic, it's removal, increased pay, whatever).
 
Last edited: