Sid Meier's Civilization V

Sid Meier's Civilization V

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Information Era Special Forces
   
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4.11.2017 klo 18.26
5.11.2017 klo 10.22
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Information Era Special Forces

Kuvaus
Information Era upgrades for the marine and paratrooper, also removes the XCOM Squad.

I was disatisfied with all the other Special Forces mods on the workshop because they added to much, didn't fit in too well with the vanilla units, and never affected the paratrooper. So, I made my own Special Forces mod that matched my desires.

Current Features:
85 strength
18 tile paradrop
Requires advanced ballistics
Has all the promotions of the marine and paratrooper
Ignores terrain movement costs (Most information era units gain movement speed, but this promotion feels more
appropriate and isn't overpowered)
Uses paratrooper model and marine icon
XCOM removed from game

Planned Features:
Art
Model

There will be an update for this some time around Thanksgiving because I'll have some time to work on it some more.
8 kommenttia
Truewan 4.6.2021 klo 3.34 
wow so cool, I actually feel the same way about x-com. It was fun at first but ehh, I just wanted spec ops xD
elotar 23.11.2017 klo 9.31 
Lists of mods I' using:

http://gtm.steamproxy.vip/profiles/76561198030084116/myworkshopfiles/?section=collections

I've thought about making mods of my own, when I'll finish experimenting with the mixing, but obviously I'll start with earlier eras, so Special Forces will have to wait for a looong time.

Also making modifications to remove removal of a unit looks kind of dumb, as well as additional potential for more crashes because of mod load order.
Computer Dweller  [tekijä] 23.11.2017 klo 5.13 
@elotar

You could make the changes to the code to make it compatible with the mods you use and upload to steam workshop as a compatibility patch so others can use it as well.

BTW What mods are you using?
elotar 23.11.2017 klo 0.26 
@CounterGoatOffencive, thanks for providing detailed description.

The problem with modifying it from my part is that if you made changes to your mod, then it will be updated and it everything will crash.

I would suggest to left part of removing XCOM out of this mod and just provide links to other mods which do the same thing for those who are interested.

Some of them: with different approaches:
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=244582957&searchtext=xcom
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=164776223&searchtext=xcom
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=745136230&searchtext=xcom
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=168444988&searchtext=xcom
http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=166169096&searchtext=xcom

Computer Dweller  [tekijä] 17.11.2017 klo 13.17 
This is the code I used to delete the xcom unit, its based off of an example mod by firaxis to delete the GDR. If you want to make it compatible with mods that change the names of any of the variables then you will have to find the changes made and apply them to this code aswell. Also, be careful that two mods are not changing the same thing, one little confliction is all it takes to crash the game.
Computer Dweller  [tekijä] 17.11.2017 klo 13.17 
<GameData>
<Units>
<Delete Type="UNIT_XCOM_SQUAD" />
</Units>

<!-- Remove any entries that reference the mech in Units. -->
<UnitClasses>
<Delete Type="UNITCLASS_XCOM_SQUAD" />
</UnitClasses>

<Unit_AITypes>
<Delete UnitType="UNIT_XCOM_SQUAD" />
</Unit_AITypes>

<Unit_FreePromotions>
<Delete UnitType="UNIT_XCOM_SQUAD" />
</Unit_FreePromotions>

<Unit_Flavors>
<Delete UnitType="UNIT_XCOM_SQUAD" />
</Unit_Flavors>

<Unit_ResourceQuantityREquirements>
<Delete UnitType="UNIT_XCOM_SQUAD" />
</Unit_ResourceQuantityREquirements>

<UnitGameplay2DScripts>
<Delete UnitType="UNIT_XCOM_SQUAD" />
</UnitGameplay2DScripts>
<Language_en_US>
<Update>
<Set Text="Allows you to build the [COLOR_POSITIVE_TEXT]SS Stasis Chamber[ENDCOLOR], one of the Spaceship parts necessary to win a [COLOR_POSITIVE_TEXT]Science Victory[ENDCOLOR]."/>
<Where Tag="TXT_KEY_TECH_NANOTECHNOLOGY_HELP"/>
</Update>
</Language_en_US>
</GameData>
elotar 17.11.2017 klo 5.54 
How do you removing xcom?

There is, as I understand, one way to do it (by "locking" unit by leaving it "formally" in the game):
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=164776223

And there are other ways, which works fine standalone, but breaks my game because, as I understand, some balancing mods I use changes the stats of units naming them directly, so when they do not find one they crash.
dninemfive 5.11.2017 klo 16.42 
Kramer's special forces mod uses unit graphics from Civ IV, you don't necessarily need his permission to use them.