Hulfgars Postmodern Expansion

Hulfgar

Emperor
Joined
Mar 31, 2008
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This mod is not up-to-date any more. The new version (for Gods and Kings and Brave New World) can be found here


Mod's features :
This mod is an expansion for the mod Hulfgars Industrial Warfare Gods and Kings Edition ver 10.3.
It allows the player to research Post Modern Technologies and Units.

The main mod Hulfgars Industrial Warfare Gods and Kings Edition is required and must be activated before this mod.

In doubt clear the cache folder, most important if the main mod has been updated and not the expansion mod.

For details on the main mod see the thread on CivFanatics.

For questions and feedback on this addon please use this thread.

This is not a standalone mod as was Hulfgar's Modpack. Instead this mod will update the mod "Hulfgars Industrial Warfare Gods and Kings Edition" to expand it beyond the modern era.

This way if there is changes before the Postmodern Era I will not have to update 2 mods.
And so it's possible to have both mods installed at the same time which was not compatible with 2 versions and it will save some 200 Mb on your hard drive :)

Version 8 is downloadable here.

Current version for the main mod is Ver 10.3

Ver 8 :
New Unit : B-52 Stratofortress, skin Ekmek, KnelRivendare, Snafusmith
New Unit : Drone UAV, skin Ekmek, asioasioasio
BMP2 Skin from Snafusmith for some Mechanized Infantry (Russia, Korea, China, Mongolia, Carthage, Babylon, Arabia, Persia, Egypt)

Reworked the upgrade chain for bombers :
Divebombers --> Strikefighters
Fastbombers --> Strikefighters
Bombers --> B-52 --> Stealthbomber

Navy Fighter --> Early Jet
Spoiler :

Ver 7 :
Eurofighter skins from Snafusmith for Spain, Rome, Germany, England and Austria Jet Fighter.
AMX 30 Roland Skin from Snafusmith for French, Spanish and German Mobile SAM.
Changed the Leopard 2 skin for Germany's Modern Armor with the Leopard 1A3 from Snafusmith.
Leopard 1A3 camo Australia skin used for Polynesia.
New Unit : Modern Mobile Artillery, use M109 Paladin skin from Snafusmith.

Version 6 :
The Cruiser will upgrade as Missile Cruiser.
Corrections in some tech costs
Correction of an incompatibility with IGE
Move for Missile Cruiser set to 8

Version 5 :

Missile Factory : will grant the promotion Anti-Ship missile to any aircraft build in the city (+20%vs ships)

Snafusmith's Skins added :
- Mig 29 and F-15 skins
- T72 for Carthage (Algeria), India, Babylon and Arabia (Iraq), Persia (Iran)
- Challenger II for UK
- Leopard 1A3 for Greece, Netherlands, Ottoman (Turkey)


Navy Fighters upgrade to Jet Fighter, obsolete with Supersonic Flight
Divebomber upgrade to Strike Fighter, obsolete with Integrated Circuits
Version 4 :
Bug correction in the artdefine files.

Version 2 :
Amphibious Assault Mod from Redox
SDI Project
New unit : Strike fighters
Corrections in the Tech Tree


Version 1 :
New Unit : Antitank infantry.

New Wonder : Large Hadron Collider
 
I have some ideas for the modern era.

A Missile Destroyer could be added as a modern replacement to the WWII era destroyer. It would have a the same range and movement as a missile cruiser but less strength. It could also carry one guided missile.

Increase the movement of the carrier to 7. Modern aircraft carriers are more than capable of keeping up with other ships in the navy. Also decrease both carrier's strength a bit. Carriers get most of their power from the aircraft they carry.

Air power is king on the modern battlefield. I think most units should be unable to damage enemy aircraft. This would make anti aircraft guns and fighters far more important not only to fight the enemy, but also to protect yourself from enemy air power. Naval units, at least destroyers onward, could attack enemy aircraft though having a penalty as well. This penalty would be more on the WWII era ships and less on the more modern ships due to the change in antiaircraft armament (from flak to AA missiles).

If you are interested, I have more ideas.
 
Hello Soverign,

Your Missile Destroyer is a good one. As a matter of fact I was thinking of giving the Missile Cruiser some AA capability. To make it more like the US Ticonderoga class.
This would make sense because I want to keep the Battleships for shore bombardment. They are out of date in our modern age but they are just beautiful !

I will check the speed of the nuclear carrier, you're right they have to be able to follow the navy.

Along with them I will put Redox Amphibious Assault mod in this mod.
With some light adjustments but it will give more power to the navy.

I think most units should be unable to damage enemy aircraft.
That's the hard part!
With xml coding I don't see how to do it. I'm not even sure that giving land units a 100% penalty vs aircraft would prevent them to damage a plane!

I will check if this is possible, if not we will have to put those losses on bad luck : what flies can crash :-)

I am always interested for more ideas :)
 
Here are some more ideas:

Missile Cruiser, Mobile SAM, Rocket Artillery and Guided Missile moved to Advanced Ballistics

Robotics increases Factory and Manufactory production

New Tech - Advanced Rocketry
Requires: Supersonic Flight
Unlocks: SS Booster

Spaceflight only requires Advanced Rocketry

Boron Carbide Armour, Robotics and Lasers only require Integrated Circuits

Nuclear Warfare:
SRBM -
Required Technology: Short Range Nuclear Missiles (Requires: Advanced Ballistics and Nuclear Fission)
Range: 8
Damage Level: 1
Obsoletes: Atomic Bomb
*Can only be in cities

MRBM -
Required Technology: Medium Range Nuclear Missiles (Requires: Integrated Circuits and Short Range Nuclear Missiles)
Range: 30
Damage Level: 2
Obsoletes: SRBM
*Can only be in cities

Tactical Nuke -
Required Technology: Medium Range Nuclear Missiles
Range: 10
Damage Level: 1
*Can be launched from a Missile Cruiser

ICBM -
Required Technology: Long Range Nuclear Missiles (Requires: Medium Range Ballistic Missiles)
Range: Unlimited
Damage Level: 3
Obsoletes: MRBM
*Can only be in cities

SLBM -
Required Technology: Long Range Nuclear Missiles
Range: 70
Damage Level: 3
*Can be launched from a Nuclear Sub
 
This makes for a lot of nukes !

I hope the SDI code from Spatzimaus is ok with Gods and Kings :)
 
Hulfgar

Did you played Maxriga modern MOD for CIV 4 BTS?

I liked so much. I don't know if there is units to use on civ 5, but it's great mod.
 
Hulfgar, playing my first game in your expansion pack and I think there is an error in your tech tree. If you mouse over Pottery, it states that it enables you to build the shrine. I believe that now resides with Mythology.

Cheers
 
hello Canabrava,

I didn't play Maxriga modern MOD for CIV 4 BTS but I now that it's a treasure chest for modern units.

The bad thing is that Civ 4 units are not directly usable in Civ 5. They have to be converted.

I just hope that somebody will convert them in the futur :)

Thanks JujZe, I'm looking into it.
 
hello Canabrava,

I didn't play Maxriga modern MOD for CIV 4 BTS but I now that it's a treasure chest for modern units.

The bad thing is that Civ 4 units are not directly usable in Civ 5. They have to be converted.

I just hope that somebody will convert them in the futur :)

Thanks JujZe, I'm looking into it.

That mod went from WWI untis until 90 decade. There were 5 "stages" and you need research to get untis from this stages. The coolest think is you can choose what unit type you want use, like a Boeing factory, MiG factory and for all units.

I hope this units can be converted and i like choose deferents "skins" for my units.
 
I hope the SDI code from Spatzimaus is ok with Gods and Kings :)

It isn't. The nuke interception is completely nonfunctional as of patch 674, and there's no possible workaround.

That's the single element that's preventing my Ascension mod from being updated; everything else could be modified to work after 674, even if not in exactly the same way as before, but there's now no way to do nuke interception, which pretty much destroys the balance of any mod taking place after the start of the nuking eras. Basically, the old method was to use the RunCombatSim event (which triggered at the start of a combat), and use a Kill command on the nuke; since the unit would be dead before the combat was actually evaluated, it'd prevent the nuke from exploding. But as of 674, RunCombatSim now occurs AFTER combat is resolved, so killing the unit does nothing; in fact, it's no longer possible TO kill the unit, because the Unit structure is now emptied BEFORE RCS is called if a unit is killed during the combat.
 
Hello Spatzimaus, thanks for the information, that's what I feared when I read from another post of you :(
 
Version 2 is available, same for version 6 of the main mod.
Please update the main mod before the Expansion Mod.
The Expansion MUST be activated after the Main mod or the Tech Tree will be broken.

Features of Version 2 :

Amphibious Assault Mod from Redox
SDI Project (the basic from the code available, not sure about it's reliability)
New unit : Strike fighters, to go with the Amphibious Assault Mod.
Corrections in the Tech Tree.
 
An updated version 6 for the main mod is ready (http://www.mediafire.com/?t3awmn77npztwfi).

After downloading please clear the mods cache (in ...\Documents\My Games\Sid Meier's Civilization 5\cache delete the file Civ5ModsDatabase.db).

Enable the main main and only after enable the expansion mod.
 
hmm IGE is not showing if v.2 is enabled. And yes I cleared cache and did not click back button. worked in version 1, works also in main mod.
 
strange, this is how it looks for me.

Mods enabled (in the order where they were loaded):
Industrial Warfare
Postmodern Expansion
IGE

 
The main mod has been updated, the version is now 6.3, available here : http://www.mediafire.com/download.php?9kz56gqi7i478pg. It should be fully working now.

Right now I'm moving and the telecom company is doing some strange things with my internet connexion. So if you don't get answers to your post, please don't worry and be patient. I will answer as soon as I can :)
 
The main mod has been updated (version 7) as well as the post industrial modpack (version 4).
(links in the first post).
 
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