Special Forces: A mod I'm making

SamSniped

DJ Goodboye
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playing some funky jams
SPECIAL FORCES
A mod for the player who wants better unique units, among other things!
Note-still in beta-stage

In this mod, I am adding in more modern-day units, fixing up some of the others, and adding in a few new features. If you want to find any features or want the coding, just PM me.

Spoiler Confirmed for Update 3(on December 24th) :
-Fixed sniper so it will be visible for certain units
-New Special Forces/Navy SEAL graphics
-Spetsnaz only for Russians
-topsecret's Longe Range Mod
-a UAV
-Shrimp!


Spoiler Change Log :
Spoiler UPDATE 2 :
-Mechanized Infantry changed to Armor, not Gunpowder
-Added the base Special Forces unit
-Overhauled the Navy SEAL unit, it now is more powerful and replaces the Special Forces base unit
-SAM Infantry/Mobile SAM units now get a bonus vs Armor units, and AT Infantry upgrade to them. Infantry no longer upgrade
to SAM Infantry.
-Spetsnaz unit added


Spoiler UPDATE 1 :
-Sniper added(wih problems, though)
Goals for next update:
-add Gun Sights tech
-add the Special Forces base unit


Spoiler Changes coming in the future :
-Change button for Sniper/SpecForce/Spetsnaz
-Add the Optical Sights technology (requires Assembly Line and Astronomy, allows Sniper)
-Get Modern Infantry/Marine
-Add Advanced Tactics tech(requires Computer, allows Sniper, Special Forces,
and Modern Marine/Armor/Infantry/MechInf/Missile Cruiser/Stealth Destroyer/all other last-upgrade units).
-Make Sniper visible to snipers and units with counter-sniper promotion(requires Combat II, gives
+50% vs. Recon units, makes Snipers visible).


If you want to help, go down below and look at the most recent update under "Needed changes".

Credits at the moment-
mechaerik for the base Sniper and new Navy SEAL units.
Zerver for the Spetsnaz unit
GarretSidzaka for the base Special Forces unit
asioasioasio for the soon-to-be-released UAV

-SamSniped
 
Okay, thanks. i probably should have looked at the database first :p
I still need the Special Forces and Sniper, though. anyone up for it?
 
Okay, thanks. i probably should have looked at the database first :p
I still need the Special Forces and Sniper, though. anyone up for it?

Sniper is in the database here, here, as well as here, and there are three in my mod here

as for spec ops and special forces id strongly suggest here, this mod crashes when you play it, but it has hundreds of unit art not on the sight, it has 1 spec ops unit, with about 15 uu for specops with great art, its a great place to borrow units from
 
Okay, thanks for those bits of artwork. now time for me to do some codinG! Yippee! :rolleyes:
I expect to have the first release in two weeks or so.
Thank you for all the help guys! :D

EDIT: Daczub, the third one gives me a 404 error. Which sucks, because that would have saved me a LOT of time. Oh well. I'm going to use one of your three that you have.
 
Okay, thanks for those bits of artwork. now time for me to do some codinG! Yippee! :rolleyes:
I expect to have the first release in two weeks or so.
Thank you for all the help guys! :D

EDIT: Daczub, the third one gives me a 404 error. Which sucks, because that would have saved me a LOT of time. Oh well. I'm going to use one of your three that you have.

yeah the sniper ones old but i just suggested it for the sniper art
 
Update 1-
Okay. I've got the first unit to be added - the Sniper unit - nearly done, thanks to mechaerik and his MechaUnits1 Modern Sniper graphics. I have almost all the coding done, except a few things.
Here's the list of things I need help with.

1-I need someone to make two buttons- one for the sniper and one for the new technology I'm adding (Gun Sights), which would be best as a pic of a sniper scope.
2-I need someone to tell me what code to put where to make the Sniper invisible to the enemy(like the spy unit), and how to make the sniper a recon unit.

I have atached the mod as of now in a .zip file. Tell me if you have any problems.
Thanks,
-SamSniped
 
To make it invisible, there's a Boolean tag something like<bInvisible>0</bInvisible> change that to 1. To make it Recon, change UNITCOMBAT_GUN (something like that at least) to UNITCOMBAT_RECON.
 
Making it invisible is easy, theres a boolean tag <bInvisble>. Change the 0 to a 1 and the unit will be completely invisible. Recon units- under the actual unit tag, there should be a <UnitCombat> tag, change that to UNITCOMBAT_RECON.

As for your pm, the *.nif files are the actual unit meshes. *.dds files are textures. Now, MechaUnits1 are from way back when I was first learning to make units, so there is a lot of unnecessary stuff there. the *.kf and *.kfm files are completely unnecessary, and can be removed safely.

For its art defines, just copy the regular Infantry's entry and change the <NIF> tag to point to the directory the new nif is at. Replace the <SHADERNIF> line with <SHADERNIF/>.

EDIT: ninja'd on the tags.
 
Thanks, Noer and mech! the sniper now works sucessfully!
I have re-uploaded the .zip file, and the sniper works extremely well(although the movement is a tiny bit jagged).
Now that I know what to do, the uploading of new units should be quick. Next up, the Special Forces base unit.
 
*.rar is a much better compression method than *.zip. I highly suggest you get 7zip. 7zip is a free program that can unrar rar files and many other compression types. Rar is rather common for uploaded stuff here.
 
Unrelated-link-to-my-mod-say-whaa? http://forums.civfanatics.com/showthread.php?t=441788 and SamSniped I understand if you're busty with mods like this I'm just saying you should get your priorities straight. Try to finish these up fast because the mod we're proposing is going to be very very big and we're going to need more people. We're still on the drawing boards and we need a team!
 
*.rar is a much better compression method than *.zip. I highly suggest you get 7zip. 7zip is a free program that can unrar rar files and many other compression types. Rar is rather common for uploaded stuff here.

7zip can unzip .rar? oh. :hammer2:

GroundedSausage said:
Unrelated-link-to-my-mod-say-whaa? http://forums.civfanatics.com/showthread.php?t=441788 and SamSniped I understand if you're busty with mods like this I'm just saying you should get your priorities straight. Try to finish these up fast because the mod we're proposing is going to be very very big and we're going to need more people. We're still on the drawing boards and we need a team!

Don't worry, man. I can give some great ideas, and I will be able to help once I get the files. Any graphics modder out there willing to make some Halo units? go to the link in his post.
 
UPDATE 2 IS HERE!
With many bugs :lmao:
Spoiler Changes in update 2 :
-Mechanized Infantry changed to Armor, not Gunpowder
-Added the base Special Forces unit
-Overhauled the Navy SEAL unit, it now is more powerful and replaces the Special Forces base unit
-SAM Infantry/Mobile SAM units now get a bonus vs Armor units, and AT Infantry upgrade to them. Infantry no longer upgrade
to SAM Infantry.
-Spetsnaz unit added

Spoiler Needed changes :
-Change button for sniper/SpecForce/Spetsnaz
-Add the Optical Sights technology (requires Assembly Line and Astronomy, allows Sniper)
-Make Spetsnaz Russian only
-Get Modern Infantry/Marine
-Add Advanced Tactics tech(requires Computer, allows Sniper, Special Forces,
and Modern Marine/Armor/Infantry/MechInf/Missile Cruiser/Stealth Destroyer/all other last-upgrade units).
-Make Sniper visible to snipers and units with counter-sniper promotion(requires Combat II, gives
+50% vs. Recon units, makes Snipers visible).


So, can someone tell me a few things?
1.How do you make a unit civ-specific?
2.How do you make a unit invisible to most but not all units?
3.Can a promotion make a unit visible to you?

Also, I need a few graphics.
Buttons for Advanced Tactics, Optical Sights, Special Forces, Spetsnaz, and Sniper.
A British & Australian SAS unit, the USMC unit, a GSG-9 unit, and any other special forces units you can find.
 
UPDATE 2 IS HERE!

So, can someone tell me a few things?
1.How do you make a unit civ-specific?
2.How do you make a unit invisible to most but not all units?
3.Can a promotion make a unit visible to you?

Also, I need a few graphics.
Buttons for Advanced Tactics, Optical Sights, Special Forces, Spetsnaz, and Sniper.
A British & Australian SAS unit, the USMC unit, a GSG-9 unit, and any other special forces units you can find.

1. in xml/units/civ4unitinfos.xml your unit's class info should be the unitclass of the unit it replaces. for example if you replace a warrior with a "french warrior", yor unit' entry should be::
<UnitInfo>
<Class>UNITCLASS_WARRIOR</Class>
<Type>UNIT_FRENCH_WARRIOR</Type>
<UniqueNames/>
...

Next, you open xml/civilizations/civ4civilizationinfos.xml;
you look for your unit's civilization, where under "units" it should be

<Units>
<Unit>
<UnitClassType>UNITCLASS_WARRIOR</UnitClassType>
<UnitType>UNIT_FRENCH_WARRIOR</UnitType>
</Unit>
</Units>


2. it's some interplay between "invisible" and "seeinvisible" tags in civ4unitinfos.xml. they are defined in xml/basicinfos/civ4invisibleinfos (iyou can add a new one there)

3. I don't think it's possible without some coding. Perhaps a certain amount of experience points couls allow an upgrade of the unit, into an identical unit, but with the appropriate seeinvisible tag. But that'll require some coding too.


I can make .dds buttons. Just send me some pictures
 
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