Sid Meier's Civilization V

Sid Meier's Civilization V

41 oy
Industrial Combat Overhaul Mod
   
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39.361 MB
16 Nis 2019 @ 0:43
11 May 2019 @ 12:55
8 Değişiklik Notu ( görüntüle )

İndirmek için abone ol
Industrial Combat Overhaul Mod

Açıklama
Adds some new units, new fortifications--foxholes and foxhole outposts (which can be used to claim land with your military units), extends range of several gunpowder units, makes stock gunpowder units ranged, and generally overhauls the entire combat system post-crossbow.

SEE UPDATE AT BOTTOM


SUMMARY:

Also adds volley-type units--e.g. volley guns, and "mobile forts" (early tanks)--that can lay down up to 2-4 ranged attacks.

Includes A variety of different types of artillery/field guns with different strengths and weaknesses--no more of the drab "cannons that are only good for sieges and cover fire" business. E.G. the Culverin and Bombard, renaissance-era siege-specific and anti-personnel-specific artillery respectively. Or the antimateriel gun, which has a range of 7 and is designed to take out early tanks.

I added somewhat pricey "sharpshooters", with large view ranges and an attack range of 5 to counter the antimatieriel gun.

You now can to place citadel-like (without culture bombing) improvements pretty much anywhere, even outside your borders--although they will damage *you* if you place them in enemy territory, so it's better to lay down suppressive fire while you build a foxhole outpost to claim a toehold in enemy territory. All fortifications are removable and pillagable.

Certain armored and siege units are able to "route to" with road and railroad, for siege and invasion purposes. It's a bit buggy in terms of animations (e.g. the Bombard will play the "running" animation for every turn it is building--so turn your sound down if you want to use it). I'm planning to see if I can modify the triggers files a bit to circumvent this dilema.

Still a work in progress--I will do more diverse icon art and text soon. I'll also add a component that enables the great wall (plus some castle-like properties) in any city, to make city-seiges a bit less of a rout.

COMPATIBILITY: Pretty much everything. I think I have 200 mods running most of the time, so it's pretty friendly to other mods. Doesn't touch the DLL at all.

RECOMMENDED MODS TO PLAY WITH:

+ Industrial era mod. This was designed and balanced to work with that mod in particular; it allows you to get the whole endgame experience in the Victorian era. IMPORTANT: I will write a small addon mod allowing for scientific victory in the industrial era--and possibly cultural as well. I'm thinking you build a H.G.-Wellsian time machine instead of a spaceship.
+ 3 Units per tile
+ Fortress borders
+ One of the mods that allows for wider cities. So you have more space to shoot things in.
+ Airship mod--scouting is very important with the new long-ranged units.
+ Whoward's railroad artillery mod. I'll be adding a similar unit soon. I'm planning to retexture the stock one to look cool and steampunk. I'm also setting its range to 12, so it's useful in sieges, and as OP as the real thing--though you will only be able to make one of them.
+ Ultimate Eras. Who doesn't like building an industrial empire in 500 AD?
+ A lot more. I'm planning to make a modpack of my go-to mods soon.

UPDATE: Added "Autorail" unit, which can lay railroad during intense combat (or peace) and perform normal actions while doing so. Loosely based on "caravans build roads" code; lua not in "router" script is own. Now uses a model of the Sturmtiger. More custom models (see last ♥♥♥ in slideshow) on the way!

Special thanks: I'd like to thank @Sman and others. I ought to have added attribution from the start, but I didn't. Unfortunately, I cannot recall exactly where I got some of the assets that I modified, as it's been quite some time. If anyone notices assets whose origins they know, it would be awesome if they could shoot me a message or the like so I might add explicit attribution.
68 Yorum
British Chap 23 Şub 2022 @ 12:03 
Uhhh what's up with the 230 strength french musketeers?
OrdeWingate 3 Nis 2021 @ 0:29 
This mod leads tio serious imbalance. Overpowering land units alongside antiquated naval vessels? And AI can't handle them rationally.
Inlogica 31 Mar 2021 @ 11:38 
A really awesome looking mod! Im stunned by the sheer amount of units added to the game.
But is it possible to edit the graphics of those units? (because i like to create my own unit, but unfortunately i really dont know how to do it since im new to modding) Any kind of feedback would be appreciated because i've spent hours to set-up with blender, nexusbuddy,granny viewer (and all the addons required) but now im stuck and dont know how to convert blender files into gr2 files and vice versa, please could you share your wisdom?
S-Man 19 Mar 2021 @ 14:29 
No worries. I wished I were better at this as well. My main concern was that many of my mods consolidate/synchronize the work of various other modders, I want to make sure that proper credit is given, and usually not to me.

There's some really good stuff in this mod. I congratulate you!
AzraelZephyrian  [yaratıcı] 2 Şub 2021 @ 9:25 
@Sman (does the @ do anything? Might as well try), My attribution practices were not great back then. I moved on to KSP modding (well, I haven't modded anything in a while) and learned better practices in that environment. My sincerest apologies.
AzraelZephyrian  [yaratıcı] 2 Şub 2021 @ 9:21 
Oh crap I'm sorry.
S-Man 29 Oca 2021 @ 14:42 
FYI, when you use my artwork, and others', you should at least give credit in the Description tab.
WOLF 7 Eyl 2019 @ 18:44 
you need both Gods And Kings and Brave New World
Rene12188 18 May 2019 @ 1:52 
Missing dependencies?
OrdeWingate 17 May 2019 @ 4:39 
I can now load saved games too. thamk you/