Balanced Sniper Mod V3

Griperrr

Chieftain
Joined
Mar 20, 2011
Messages
13
Location
New York
Balanced Sniper Mod
This mod keeps ranged units into the game past the Medieval Era. There are three new units... the Skirmisher, Sniper and Modern Sniper. I created a new combat class called Sniper Unit, and a new promotion tree for this new class. This new promotion tree is from the archer promotion tree with some stripped out, and 8 new promotions added with new graphics (explained below).This mod adds all new promotion icon art, and unit icon art with new units. The Crossbowman, English Longbowman and Chu-ko-nu from the Medieval Era upgrade into the Skirmisher. There are new strategic, historical and promotion information added also.

If anyone finds any type of bug, feels anything is unbalanced, or thinks something needs changing... please post or contact me, and Ill consider it and fix asap.

(important)This is also suppose to have a size 16 icon for Thalassicus Unofficial Patch Flag Promotion. After I put in the new units it stopped working, If anyone has an idea why please post, or contact me at Spencerhart(@)live.com.

Will be keeping V2 up for those who don't want the promotions.

If anyone wants a mod compatible with this, post or contact me at Spencerhart(@)live.com.

Images:
Spoiler :
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Compatibility List:
Spoiler :
Unit Mods:
Antitank Infantry Mod
ConquistadorMusketmenMod
german knight
german longswordsman
Highlander
HousecarlMod
Knight Templar Mod
RedcoatUnitGraphicMod
Zulu Impi Unit Mod
Unit Marine with NEW Graphics

Civilization Mods:
Dutch Civilization
Polish Empire
Civ Scotland
Queen of the Iceni
Spanish Empire
Mongolian Civilization
And all other Mods


Unit Skirmisher:
Spoiler :
Tech:Rifling
Obsolete Tech:Replacable Parts
Combat:8
Ranged Combat:20
Cost:200
Moves:2
Range:2
Promotion:Limited Visibility(new)
Promotion:Only Defense


Unit Sniper:
Spoiler :
Tech:Replaceable Parts
Obsolete Tech:Radar
Combat:12
Ranged Combat:26
Cost:280
Moves:2
Range:2
Promotion:Limited Visibility(new)
Promotion:Only Defense


Unit Modern Sniper:
Spoiler :
Tech:Radar
Combat:16
Ranged Combat:34
Cost:400
Moves:2
Range:3
Promotion:Limited Visibility(new)
Promotion:Paradrop
Promotion:Only Defense


This does not remove any promotions from the game, only for sniper class.
Promotions removed compared to Archer Units:
Spoiler :
Indirect fire
Seige
Barrage I, II, III
Accuracy I, II, III - Basically the same as Sharpshooter
Volley - Same as Eagle Eye


New Promotions:
Spoiler :
Sharp Shooter I - +20% Combat Strength VS Non-Armored/Siege Land Units.
Prerequisite: None
Sharp Shooter II - +20% Combat Strength VS Non-Armored/Siege Land Units.
Prerequisite: Sharp Shooter I
Sharp Shooter III - +25% Combat Strength VS Non-Armored/Siege Land Units.
Prerequisite: Sharp Shooter II
Camouflage I - +25% Defense in all terrains.
Prerequisite: none
Camouflage II - +25% Defense in Forest and Jungle.
Prerequisite: Camouflage I
Camouflage III - +25% Defense in Forest and Jungle.
Prerequisite: Camouflage II
Eagle Eye I - +25% Combat Strength VS Fortified Units.
Prerequisite: Sharp Shooter I
Prerequisite: Camouflage I
Easy Prey - +25% combat Strength VS Wounded Units.
Prerequisite: Sharp Shooter III
Prerequisite: Camouflage III
Limited Visibility -25% Combat Strength VS Units in Forest and Jungle.
Cover III - +25% VS Ranged Attacks
Prerequisite: Cover II


Version History
Spoiler :
v1.
Initial Release

v2.
Tweaked Flavor
Corrected GoodyHutUpgrade
Added new Graphics
Modern Sniper has been moved to Radar Tech
Sniper name changed to Skirmisher
Enhanced sniper name changed to Sniper

v3.
Corrected text
Corrected Mod Info
Updated Unit AITypes
Added Combat Class Sniper
Added New Sniper Promotions
Added Icon Graphic for Sniper Promotions
Tweaked Unit Icon Graphics
Tweaked Flavor
Tweaked Units Combat
Added New Units
Made Mod Compatible


Special Thanks To:
Harald B. for the original concept, and Skirmisher Icon.

Balanced Sniper Mod V3.rar
Balanced Sniper Mod V2.1 - No Promotions.rar
Sniper Promotions Graphic Pack.rar
 

Attachments

This sounds lovely. How does the AI deal with building them?
 
I would have to say good.

Spoiler :
It's to do with flavor, lets say you set the flavor for offense:6 defense:6 and range:8. The AI would grab the one for the unit; then grab a few other flavors to let's say calculate and then they build.
 
Do the snipers get a negative penalty vs armor and helicopters? I think something like -150% combat is reasonable.
 
Thanks,

For some reason I don't hear any sound whilst shooting, and maybe you could change the icons a bit so I can find the new ranged units in the midst off all the other units.
 
first off i love your mod.
but i have a problem with using it with thals balanced- im using version 2.1 of your mod.
i wonder if u could change the name of the skirmisher in your mod to marksman.
thals recent updates added vanguard-type units and the renassiance era unit in his mod is also called the skirmisher and this creates problems.

plus i think marksman sounds better than skirmisher in terms of sharpshooting.
 
Hi all. Let me start by saying that I quite like this mod. However, I have the same problem as LetMyPeopleGo. When I tell the Sniper to attack an enemy unit, there is no sound OR animation; the enemy unit just loses X hit points. Is this deliberate or a bug?

BTW: what's the graphics pack for?
 
I like the Idea but you should change it into grenadier(renaissance game) / mortier

Because a sniper taking out a tank looks little wierd

But I like the IDea!!!!!
 
So, does anyone know if me having no sound or animation when I attack with a Sniper is intended or a bug?
 
You should consider changing the picture for the modern sniper, it looks like he's holding an xm-8 which is not a sniper nor is it in production.
 
So, the snipers....are they supposed to have a firing animation? 'Cause I don't get one, the enemy just loses health, and that's it.
 
Just thought I should bring this up (directly) here, as it is at least semi-relevant to this mod... Basically, now that we have G&K, the "Balanced Sniper Mod" has unfortunately been... well... ruined... I liked the mod, because it went at least part of the way to filling a pretty big gap I saw in the Civ5 tech-tree...

Now I have started a 'request' thread in the hopes of seeing that 'gap' fully filled in, and I wanted to make sure that any possible use of resources from THIS mod in any new one were used only with proper permission.

The thread is here: http://forums.civfanatics.com/showthread.php?t=467410

~JD
 
This mod is open for everyone to use\mod... hopefully very soon I'll get back to modding, and i'll fix problems with this mod like the sound\animation.... Thanks for the feed back, and keep it coming.
 
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