Link at Bottom
Note: This is now being integrated to WoC format.
I was, overall, disappointed with the Guerrilla unit I found in another mod. Not because it wasn't a brilliant idea, but because the unit would require an entire mod around it in order to make it reasonable. I couldn't stand that I had an invisible unit that could anonymously abduct a worker unit... and turn them into my nationality standing in the middle of another nation's territory and the AI was never the wiser. I continued that cycle and wound up with over 50 worker units that I had "kidnapped", and nothing to do with them.
Since I've always wanted a combat version of the Spy, I decided to give it a try. I did a little research to find a name that is most suited to the group, but settled on the generic "Special Forces" because, well, it's generic. It applies to all in-game civilizations.
This isn't supposed to be a replacement for any units, because it has it's own set of abilities and rules. I specifically wanted the Special Forces unit to be the first choice for "flanking" the enemy and assaulting a poorly defended location that would have otherwise been unaccessible. I doubt it's completely balanced yet, so any input on that would be highly appreciated.
Special Operations
Guerrilla
ToDo (Maybe)
Known Issues
Download - (.rar)
The DLL and source come separately from the rest of the package. The Unit is still usable, but in order to get some of the better features (I.E. Capture a city with the Special Forces unit) you will need to download the SDK separately.)
08.02.28a is Not backwards compatible.
Special Warfare v08.02.28a (1.72 MB)
Note: This is now being integrated to WoC format.
I was, overall, disappointed with the Guerrilla unit I found in another mod. Not because it wasn't a brilliant idea, but because the unit would require an entire mod around it in order to make it reasonable. I couldn't stand that I had an invisible unit that could anonymously abduct a worker unit... and turn them into my nationality standing in the middle of another nation's territory and the AI was never the wiser. I continued that cycle and wound up with over 50 worker units that I had "kidnapped", and nothing to do with them.
Since I've always wanted a combat version of the Spy, I decided to give it a try. I did a little research to find a name that is most suited to the group, but settled on the generic "Special Forces" because, well, it's generic. It applies to all in-game civilizations.
This isn't supposed to be a replacement for any units, because it has it's own set of abilities and rules. I specifically wanted the Special Forces unit to be the first choice for "flanking" the enemy and assaulting a poorly defended location that would have otherwise been unaccessible. I doubt it's completely balanced yet, so any input on that would be highly appreciated.
Special Operations
Starting Stats
Requirements
Images
Missions
Spoiler :
- National Unit (5 Allowed) - Scales with map size.
- Invisible to most Units
- Can see Special Forces
- Can see Guerrillas
- No Results from Tribal Huts
- Can explore rival territory
- Immune to First Strikes
- Ignores terrain movement cost
- 75% Chance to Withdraw from Combat
- Can move through impassable terrain.
- 14
- 2
Requirements
Spoiler :
- Building: Military Academy (In the city)
- Technology: Fascism
- Technology: Industrialism
- Technology: Rifling
- 160
Images
Missions
Spoiler :
- Raid - For a price, will immediately destroy all repairable (Not Towns, Villages, or Hamlets) and routes (Roads and Railroads) in the tile. Odds for success and capture are calculated independently- failure to complete the mission means your money went to waste. Failure to escape undetected means that you suffer a reputation penalty with the target civilization.
Icon is a picture of C4 Explosives. - Extract - For a price, the unit will be immediately transported from it's current tile to the capital. Price increases with distance from capital, and has a modifier for whether the unit is in Friendly, Neutral or Hostile territory.
Icon is a picture of a Blackhawk Helicopter.
Costs: 2MP
- Train Guerrillas - For a price, will train indigenous forces for the previous owner of a city. Larger cities provide more troops; number of troops based on the amount of unhappiness due to wanting to rejoin the mother country. These units will only live, by default, for 5 turns. After the 5 turns, the units will disappear.
Icon is a splice between Worker and Marine icons.
Costs: 3MP
- MP - Governing mechanic for the SO unit. The button is always available, even when the mission is not. The tool tip displays the amount of Mission Points (MP) you have; when in a city, these regenerate at a rate of 1MP per turn that the unit has not moved. Alternatively, while in a city that you own, the MP can be instantly regenerated by using the button.
Failing a mission does not cost MP.
Icon is an image of two 50-cal rounds and the letters "MP".
Guerrilla
Starting Stats
Requirements
Spoiler :
- National Unit (10 Allowed) - Scales with map size.
- Invisible to most Units
- Can see Guerrillas
- No Results from Tribal Huts
- Can explore rival territory
- Ignores terrain movement cost
- 50% Chance to Withdraw from Combat
- 12
- 2
Requirements
Spoiler :
- Building: Military Academy (In the city)
- Technology: Fascism
- Technology: Nationalism
- Technology: Rifling
- 160
ToDo (Maybe)
- Give the SO unit some combat-related missions it can run. (In Progress).
Force SF units to become visible under certain circumstances. Probably random chance while within enemy territory, and a modifier for when they are "stumbled upon".100% chance on mission fail.- Let the SO unit ride on submarines.
Maybe give them the ability to toggle invisibility.Decided against it- Give them a chance to start a war while in friendly territory.
- Increase the production cost of the SO unit.
- Add a new tech for both the SpecOps and Guerrillas units.
Known Issues
When attempting a Raid on a plot where the Improvement cannot be destroyed (such as Towns), the code tells the unit he can still perform the action, and, when the action button is clicked, it can still call success or failure. Furthermore, you can still gain experience for doing nothing!Fixed.Not a bug, but don't you think it's strange that you take damage from capturing workers?FixedWhen using the Extract Unit action button, it will return text on "mission completion". This should be changed to reflect the fact that this particular action is not a true mission. Perhaps, change to "the extraction was a success", for example.New Text for ExtractUpon extracting, the unit can still move. This should be set to No Moves after the action is completed.FixedUpon completing a successful Raid, you gain XP immediately instead of on the next turn like every other unit in Civ 4!Fixed
Download - (.rar)
The DLL and source come separately from the rest of the package. The Unit is still usable, but in order to get some of the better features (I.E. Capture a city with the Special Forces unit) you will need to download the SDK separately.)
08.02.28a is Not backwards compatible.
Special Warfare v08.02.28a (1.72 MB)