This mod adds a Special Forces unit that is capable of many things and can serve different roles.
WORKS WITH BNW AND GODS AND KINGS
-- YOU NEED TO START A NEW GAME FOR THIS TO WORK --
1) Go to MODS, 2) Activate this mod, 3) Play the game with the mod!
If that doesn't work, PLEASE VISIT whoward69's guide here: http://forums.civfanatics.com/showthread.php?t=465972
If that STILL doesn't work, PLEASE VISIT Thalassicus' guide on making mods work if they don't here: http://forums.civfanatics.com/showthread.php?t=440525
IF YOU HAVE A MAC, you can make this mod work BUT it does take a fair amount of work to do so. Please visit http://forums.civfanatics.com/showthread.php?t=477763 It will explain how to do it. Or you could just try it the regular way; it may work, you never know.
If you want to modify the attack, etc, of the unit, (after subscribing and downloading the mod) go to
C:\Users\[YOUR USERNAME]\Documents\My Games\Sid Meier's Civilization 5\MODS\Special Forces Mod (v 1)\XML\Units
Then open CIV5Units_SpecialForces.xml with notepad. Modify as you wish. (FYI, <combat>80</combat> is the attack).
+++
WHAT THIS MOD DOES:
There was a Special Forces mod back for CivIV that I remembered and, recently, I ran into davii.adams' Pioneer mod which reminded me of it. So, using the Pioneer unit as a basis, I began building a special forces unit.
This mod adds the SPECIAL FORCES unit. This unit costs about 3 times as much a regular Infantry unit (1000 hammers, not cheap!), has 80 combat attack, and has 3 movement points. It is treated as a recon unit, so it does not and cannot receive shock/drill promotions. It can build barbarian camps (treated as "Rebel Bases"). It unlocks with Replaceable Parts (though you need military science to build Rebel Bases [barbarian camps]).
The Special Forces unit gets:
- To enter another civilization's territory even if at peace
- To ignore terrain movement cost.
- Can move after attacking.
- The amphibious promotion.
- Can paradrop (5 spaces away given it is in friendly territory.
However, the Special Forces units suffers from:
- A strong penalty against cities (use your regular infantry/mechanized divisions for that; the Special Forces unit isn't a replacement for infantry, rather it serves its own purpose).
- No defensive bonuses.
- Cannot recieve any promotions other than Recon ones.
The REBEL BASES CANNOT BE DESTROYED (as far as I can tell). You will need to either build a improvement on top of them (replacing it) or (if you don't own the title) build a FORT over it and it should remove the rebel base. This is the only workaround I have for it. Historical info from Wikipedia.
+++
V1 -- Added a custom icon (will update screenshots soon to show this)
v2 -- fixed flag issue (it had a settler flag) --
v3 -- SPECIAL FORCES CAN NOW ENTER ENEMY TERRITORY EVEN IF AT PEACE WITH ANOTHER CIVILIZATION, PLUS SPECIAL FORCES CAN PILLAGE TILES NOW
v4 -- added a custom flag; will remain white on black regardless of what civilization you're playing (enemy flags appear "blacked" out because they are trying to remain stealthy and hidden)
== Update this mod if you are starting a new game (otherwise, finish your game then update) ==
WORKS WITH BNW AND GODS AND KINGS
-- YOU NEED TO START A NEW GAME FOR THIS TO WORK --
1) Go to MODS, 2) Activate this mod, 3) Play the game with the mod!
If that doesn't work, PLEASE VISIT whoward69's guide here: http://forums.civfanatics.com/showthread.php?t=465972
If that STILL doesn't work, PLEASE VISIT Thalassicus' guide on making mods work if they don't here: http://forums.civfanatics.com/showthread.php?t=440525
IF YOU HAVE A MAC, you can make this mod work BUT it does take a fair amount of work to do so. Please visit http://forums.civfanatics.com/showthread.php?t=477763 It will explain how to do it. Or you could just try it the regular way; it may work, you never know.
If you want to modify the attack, etc, of the unit, (after subscribing and downloading the mod) go to
C:\Users\[YOUR USERNAME]\Documents\My Games\Sid Meier's Civilization 5\MODS\Special Forces Mod (v 1)\XML\Units
Then open CIV5Units_SpecialForces.xml with notepad. Modify as you wish. (FYI, <combat>80</combat> is the attack).
+++
WHAT THIS MOD DOES:
There was a Special Forces mod back for CivIV that I remembered and, recently, I ran into davii.adams' Pioneer mod which reminded me of it. So, using the Pioneer unit as a basis, I began building a special forces unit.
This mod adds the SPECIAL FORCES unit. This unit costs about 3 times as much a regular Infantry unit (1000 hammers, not cheap!), has 80 combat attack, and has 3 movement points. It is treated as a recon unit, so it does not and cannot receive shock/drill promotions. It can build barbarian camps (treated as "Rebel Bases"). It unlocks with Replaceable Parts (though you need military science to build Rebel Bases [barbarian camps]).
The Special Forces unit gets:
- To enter another civilization's territory even if at peace
- To ignore terrain movement cost.
- Can move after attacking.
- The amphibious promotion.
- Can paradrop (5 spaces away given it is in friendly territory.
However, the Special Forces units suffers from:
- A strong penalty against cities (use your regular infantry/mechanized divisions for that; the Special Forces unit isn't a replacement for infantry, rather it serves its own purpose).
- No defensive bonuses.
- Cannot recieve any promotions other than Recon ones.
The REBEL BASES CANNOT BE DESTROYED (as far as I can tell). You will need to either build a improvement on top of them (replacing it) or (if you don't own the title) build a FORT over it and it should remove the rebel base. This is the only workaround I have for it. Historical info from Wikipedia.
+++
V1 -- Added a custom icon (will update screenshots soon to show this)
v2 -- fixed flag issue (it had a settler flag) --
v3 -- SPECIAL FORCES CAN NOW ENTER ENEMY TERRITORY EVEN IF AT PEACE WITH ANOTHER CIVILIZATION, PLUS SPECIAL FORCES CAN PILLAGE TILES NOW
v4 -- added a custom flag; will remain white on black regardless of what civilization you're playing (enemy flags appear "blacked" out because they are trying to remain stealthy and hidden)
== Update this mod if you are starting a new game (otherwise, finish your game then update) ==