Flak Fox's More Stuff Mod

Flak Fox

Radioactive Vulpine
Joined
Apr 10, 2004
Messages
260
Location
USA
So I finally got around to finishing the first "phase" of this mod I've been itching to add to the community for awhile now. Don't expect a terribly fancy post right now, I'll get around to sprucing it up and adding screen shots as time goes by. This mod is already up in the Civ V mod browser (search "Flak" or "More Stuff Mod"). As far as I know, there are no bugs. I tested it pretty rigorously (thus the late upload date), but I am more than willing to accept input on balancing issues and what have you. Here is a basic list of the things that you can find in this mod.

Units
War Galleon - Using the galleon graphics (but only a single instance, and it's larger in scale, comparable to the frigate), this unit was added to the game so that civilizations low on iron don't need to focus all of their precious resource into frigate production. They will feel the pain though if their galleon fleet goes up against a frigate fleet, as the galleon is slightly weaker and slower than a frigate, but costs just as much production to build.

Modern Frigate - Similar to the War Galleon, the Modern Frigate is an industrial age unit that can be built by oil strapped (or iron rich) navies to supplement their current naval strength. It requires 2 iron to build and is essentially the destroyer from vanilla Civ V, though its graphics consist of two smaller looking destroyers to emulate a small squadron of frigates. Since this unit requires 2 iron to build, destroyers and submarines now require 1 oil to build.

Fleet Carrier - Essentially a larger carrier, holds 4 aircraft, is more durable, costs more production to build, requires 2 oil to build. Uses same graphics as carrier, but is larger in scale.

Explorer - An upgraded version of the scout. It can be built when gunpowder is researched. It is the same as a scout, but more powerful and has a larger sight range. The unit graphics have the same formation as the scout but consist of a couple of minuteman graphics as well as a few rifleman for flavor.

Buildings
Tavern - Added to make it a little easier to manage low gold production and low happiness against AI civs in medium-high difficulty settings. It's a relatively cheap building that adds 2 happiness and +10% gold in the city.

Horse Track - Similar to the tavern, except it requires the horse resource to build (1/building) and is more expensive to build as well.

Brothel - Has the same functionality as the tavern but is obtained at a different technology and has a different production cost.

All three buildings above are a result of several games I played on Prince or higher, where no matter what was done for the most part, AI Civs always seemed to have way more happiness and gold, whether they were considerably smaller than me (militarily/population/land wise), the same size as me, or larger than me. These are all experimental in nature.

Tweaks
Battleship, Destroyer, Submarine, Missile Cruiser- Buffed a bit, increased production cost, destroyer and submarine now cost 1 oil to build, battleship costs 2.

Nuclear Submarine - Now requires 1 uranium to build instead of 1 aluminum, also buffed and increased production cost.

Carrier - Renamed "Escort Carrier", only holds 2 aircraft now, slightly modified. Reduced size to make it look smaller than the fleet carrier.

Future Plans
Would like to add more units, which may happen as more unit graphics become available (I'm far from a graphics guy). I do plan to expand this mod considerably as my knowledge with Civ V's modability expands, new ideas come to me, etc. Right now I just wanted to release it so I can get some input and hopefully give some people a little more to enjoy with their Civ V experience in the meantime :)

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I llllllove the new units. But the buildings, you added them to help offset the bonus the AI gets at high difficulty levels, instead of just lowering the difficulty level? And if the AI decided to build the Brothel and Tavern as well in their cities, it'd be the same as if the buildings didnt exist (if both you and the AI gets the same bonus, on top of the AI bonus, it's still ahead).
 
I llllllove the new units. But the buildings, you added them to help offset the bonus the AI gets at high difficulty levels, instead of just lowering the difficulty level? And if the AI decided to build the Brothel and Tavern as well in their cities, it'd be the same as if the buildings didnt exist (if both you and the AI gets the same bonus, on top of the AI bonus, it's still ahead).

Experimental buildings are experimental :)
 
Hey man, I was really enjoy the new warships, but i noticed in my latest game, that all the new units (even land) look like an ancient era spear man. I am using a number of mods but I haven't dl'd any recently.

Has anyone else had this problem? Any possible fixes would be great since the sound of spear men running across the sea is bothersome lol.
 
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