Civ5 WWII Unit Pack 15 : Others

danrell

Warlord
Joined
Jan 5, 2007
Messages
291
Location
Hong Kong
Okay, this is a final pack, included Generic units (have team colour), some other country's units and the Skeleton Template.
Total have 489 units if you downloaded all the WWII Unit Packs ~!
Enjoy it ;)


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Army



[Army List]

【Infantry】
【Early Tank】
【Light Tank】
【Medium Tank】
【Heavy Tank】
【Artillery】
【Tank Destroyer】
【AA】
 
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AirForce


[AirForce List]

【Early Fighter】
【Fighter】
【Attack Aircraft】
【Bomber】
【Jet Fighter】
 
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Navy


[Navy List]

【Dreadnought】
【Battleship】
【Cruiser】
【Destroyer】
【Carrier】
【Submarine】
 
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Other Countries of Army


[Army List]

BT-42 = Finland's SPG / Assault Gun

Skoda T-32 = Yugoslav's Tank Destroyer

TACAM R-2 = Romania's Tank Destroyer

RAM = Canada's Medium Tank, also called "M4A5 Sherman VI", never used in the combat

Vickers MK VI AA = UK / Egypt's AntiAircraft Tank, also can use it for Greece
 
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Skeleton Template List

Artillery
Battleship, Cruiser
Bomber
Carrier
Destroyer
Fighter
Infantry
JetFighter
ModrenArmor
Paratrooper
Submarine
Tank (Tank, TankDestroyer, AA)
 
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Note :
Please download the "Edited Animations and Effects" if you want to see the unit work correctly!

Edited Animations and Effects : http://forums.civfanatics.com/showpost.php?p=11586187&postcount=2

Tutorial : Gedemon - Add a new unit in the game

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Download :
http://forums.civfanatics.com/downloads.php?do=file&id=17443
 
 
thanks again for your huge work on those packs, and the templates are a great bonus :D
 
now, I'm waiting to play the great WWII mod :banana:

I've just finished to define the classes and units statistic for the European theater, tomorrow I'll start adding the units models. :D
 
Back from vacations !

Thanks for all those WW units Danrell, you really did a huge work and they are first quality!
 
Ah, the generic ones! :hatsoff:

Danrell, do you have plans to convert the Civ4 stock carrier to Civ5? Or bychance a more futuristic version of an aircraft carrier? :bowdown:
 

Attachments

  • Modern_Carrier.jpg
    Modern_Carrier.jpg
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  • Modern_Carrier.rar
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Really welcome, thanks Danrell!

Perhaps some modern strike fighters now ? :)

(F15E, Mirage 2000, Su-25, A-10, Tornado and Phantom would be great)
 
And maybe some more infantry types/diversity?
(would be cool if for example when the infantry has the medic promotion you see medics in the unit)
 
Sorry to intrude on an old thread but Darrell, your jet fighter looks like the Modern F-16 which doesn't fit with WWII. That was in the late Cold War period. You would have been better having a Me-163 Comet, A Me-262, A Meteor, a He-162, a Ho-229, a lot of which are missing. I can understand though if you can't actually create totally new models for Civ V that you may have put in that jet fighter as a place holder until you could...
 
Of course I know that isn't a WWII jet fighter, I have not made the "Generic" WWII jet fighter. I would call it early jet fighter if I made it.
The F-16 is incidentally to do when I am making the early jet template. You can find the Me-262, Meteor, P-80, F-86, J9Y Kikka, Sukhoi Su-9, MiG-15, Dassault Ouragan in my other thread.
 
I really like the Queen Elizabeth Class carrier. Is there a way to replace that with the current carrier model without downloading the entire mod?
 
I really like the Queen Elizabeth Class carrier. Is there a way to replace that with the current carrier model without downloading the entire mod?

That one isn't included in the unit pack (those 2 are a couple of loose ones). The unit pack isn't a mod, anyway; it's a modder's resource. It's not too difficult, but you would have to create a mod of your own to do what you want to do.
 
How would I go about making my a mod? I’m a student studying history, not a computer technician person.

What I am currently trying is replacing this is the UnitModels.fpk

<Asset>
<Mesh file="Carrier.gr2"/>
<Animation file="Carrier_Aim_Left.gr2" ec="1700"/>
<Animation file="Carrier_Aim_Right.gr2" ec="1705"/>
<Animation file="Carrier_Aim_Center.gr2" ec="1710"/>
<Animation file="Carrier_IdleA.gr2" ec="1000, 2000"/>
<Animation file="Carrier_FidgetA.gr2" ec="1040, 2040"/>
<Animation file="Carrier_IdleA_Trans_IdleB.gr2" ec="1020, 2020"/>
<Animation file="Carrier_Fortify.gr2" ec="1500"/>
<Animation file="Carrier_Fortify_Idle.gr2" ec="1520"/>
<Animation file="Carrier_Fortify_Idle_Fidget.gr2" ec="1540"/>
<Animation file="Carrier_Fortify_Idle_Trans_Combat_Ready_Idle.gr2" ec="1560"/>
<Animation file="Carrier_Fortify_Idle_Trans_IdleA.gr2" ec="1580"/>
<Animation file="Carrier_Combat_Ready.gr2" ec="1600"/>
<Animation file="Carrier_Combat_Ready_Idle.gr2" ec="1620"/>
<Animation file="Carrier_Combat_Ready_Idle_Trans_IdleA.gr2" ec="1640"/>
<Animation file="Carrier_Run.gr2" ec="1400, 1120"/>
<Animation file="Carrier_Stop_Run.gr2" ec="1440, 1140"/>
<Animation file="Carrier_AttackA.gr2" ec="1100, 1160, 1180"/>
<Animation file="Carrier_AttackB.gr2" ec="2100, 2160, 2180"/>
<Animation file="Carrier_AntiAir_Attack.gr2" ec="1130"/>
<Animation file="Carrier_Victory.gr2" ec="1800"/>
<Animation file="Carrier_Bombard_Defense.gr2" ec="1280"/>
<Animation file="Carrier_Bombard_Defense_Idle.gr2" ec="1285"/>
<Animation file="Carrier_Bombard_Defense_Idle_Trans_IdleA.gr2" ec="1290"/>
<Animation file="Carrier_DeathA.gr2" ec="1200"/>
<Animation file="Carrier_DeathA_Idle.gr2" ec="1220"/>
<Animation file="Carrier_DeathB.gr2" ec="2200"/>
<Animation file="Carrier_DeathB_Idle.gr2" ec="2220"/>
<Texture file="Unit_Environment_Dull.dds"/>
<Texture file="Unit_Environment_Sharp.dds"/>
<Texture file="Unit_Irradiance.dds"/>
<Texture file="Carrier_DIFF.dds"/>
<Texture file="Carrier_SREF.dds"/>
<TimedTrigger file="FX_Triggers_Carrier.ftsxml"/>
<AnimGraph file="AIM_FORTIFY_GRAPH.dge"/>
<AnimGraph file="AIM_IDLE_GRAPH.dge"/>
<AnimGraph file="AIM_FORTIFY_FIDGET_GRAPH.dge"/>
<AnimGraph file="AIM_ENTER_FORTIFY.dge"/>
<AnimGraph file="AIM_ATTACK_CITY_TO_RUN.dge"/>
<AnimGraph file="AIM_ATTACK_TO_RUN_GRAPH.dge"/>
<AnimGraph file="AIM_LEAVE_BOMBARD_DEFEND_TRANS_IDLE_A_GRAPH.dge"/>
<AnimGraph file="AIM_DEATH_FINAL_GRAPH.dge"/>
<AnimGraph file="AIM_BOMBARD_DEFEND_LOOP_GRAPH.dge"/>
<AnimGraph file="AIM_RUNNING_LOOP.dge"/>
<AnimGraph file="AIM_ENTER_BOMBARD_DEFEND_GRAPH.dge"/>
<AnimGraph file="AIM_DEATH_GRAPH.dge"/>
<AnimGraph file="AIM_LEAVE_COMBAT_READY.dge"/>
<AnimGraph file="AIM_ENTER_COMBAT_READY_GRAPH.dge"/>
<AnimGraph file="AIM_FORTIFY_LEAVE_GRAPH.dge"/>
<AnimGraph file="AIM_COMBAT_READY_GRAPH.dge"/>
<AnimGraph file="AIM_TRANSITIONS_FOR_IDLES.dge"/>
<AnimGraph file="AIM_STOP_RUNNING.dge"/>
<AnimGraph file="AIM_START_RUNNING.dge"/>
<AnimGraph file="AIM_FIDGETS_GRAPH.dge"/>
<StateMachine file="MODERN_SHIP_AIM_STATE_01.fsmxml"/>
<AnimGraph file="AIM_MODERN_SHIP_ATTACKS.dge"/>
<BoneUsage>
<Bone name="World_Center"/>
<Bone name="Box01"/>
<Bone name="Box09"/>
<Bone name="Dummy05"/>
<Bone name="Box12"/>
<Bone name="Dummy03"/>
<Bone name="Box04"/>
<Bone name="Dummy02"/>
<Bone name="FX_Explosion_02"/>
<Bone name="Box05"/>
<Bone name="Dummy07"/>
<Bone name="Box11"/>
<Bone name="Box07"/>
<Bone name="Box02"/>
<Bone name="FX_Explosion_01"/>
<Bone name="Box03"/>
<Bone name="Box10"/>
<Bone name="Box06"/>
<Bone name="Box08"/>
<Bone name="FX_Explosion_03"/>
</BoneUsage>
</Asset>

With,

<Asset>
<Mesh file="Queen_Elizabeth_Class_Carrier.gr2"/>
<Animation file="Carrier_Aim_Left.gr2" ec="1700"/>
<Animation file="Carrier_Aim_Right.gr2" ec="1705"/>
<Animation file="Carrier_Aim_Center.gr2" ec="1710"/>
<Animation file="Carrier_IdleA.gr2" ec="1000, 2000"/>
<Animation file="Carrier_FidgetA.gr2" ec="1040, 2040"/>
<Animation file="Carrier_IdleA_Trans_IdleB.gr2" ec="1020, 2020"/>
<Animation file="Carrier_Fortify.gr2" ec="1500"/>
<Animation file="Carrier_Fortify_Idle.gr2" ec="1520"/>
<Animation file="Carrier_Fortify_Idle_Fidget.gr2" ec="1540"/>
<Animation file="Carrier_Fortify_Idle_Trans_Combat_Ready_Idle.gr2" ec="1560"/>
<Animation file="Carrier_Fortify_Idle_Trans_IdleA.gr2" ec="1580"/>
<Animation file="Carrier_Combat_Ready.gr2" ec="1600"/>
<Animation file="Carrier_Combat_Ready_Idle.gr2" ec="1620"/>
<Animation file="Carrier_Combat_Ready_Idle_Trans_IdleA.gr2" ec="1640"/>
<Animation file="Carrier_Run.gr2" ec="1400, 1120"/>
<Animation file="Carrier_Stop_Run.gr2" ec="1440, 1140"/>
<Animation file="Carrier_AttackA.gr2" ec="1100, 1160, 1180"/>
<Animation file="Carrier_AttackB.gr2" ec="2100, 2160, 2180"/>
<Animation file="Carrier_AntiAir_Attack.gr2" ec="1130"/>
<Animation file="Carrier_Victory.gr2" ec="1800"/>
<Animation file="Carrier_Bombard_Defense.gr2" ec="1280"/>
<Animation file="Carrier_Bombard_Defense_Idle.gr2" ec="1285"/>
<Animation file="Carrier_Bombard_Defense_Idle_Trans_IdleA.gr2" ec="1290"/>
<Animation file="Carrier_DeathA.gr2" ec="1200"/>
<Animation file="Carrier_DeathA_Idle.gr2" ec="1220"/>
<Animation file="Carrier_DeathB.gr2" ec="2200"/>
<Animation file="Carrier_DeathB_Idle.gr2" ec="2220"/>
<Texture file="Unit_Environment_Dull.dds"/>
<Texture file="Unit_Environment_Sharp.dds"/>
<Texture file="Unit_Irradiance.dds"/>
<Texture file="Carrier_DIFF.dds"/>
<Texture file="Carrier_SREF.dds"/>
<TimedTrigger file="FX_Triggers_Carrier.ftsxml"/>
<AnimGraph file="EDITED_AIM_MS_FORTIFY_GRAPH.dge"/>
<AnimGraph file="EDITED_AIM_MS_IDLE_GRAPH.dge"/>
<AnimGraph file="EDITED_AIM_MS_FORTIFY_FIDGET_GRAPH.dge"/>
<AnimGraph file="EDITED_AIM_MS_ENTER_FORTIFY.dge"/>
<AnimGraph file="EDITED_AIM_MS_ATTACK_CITY_TO_RUN.dge"/>
<AnimGraph file="EDITED_AIM_MS_ATTACK_TO_RUN_GRAPH.dge"/>
<AnimGraph file="EDITED_AIM_MS_LEAVE_BOMBARD_DEFEND_TRANS_IDLE_A_GRAPH.dge"/>
<AnimGraph file="EDITED_AIM_MS_DEATH_FINAL_GRAPH.dge"/>
<AnimGraph file="EDITED_AIM_MS_BOMBARD_DEFEND_LOOP_GRAPH.dge"/>
<AnimGraph file="EDITED_AIM_MS_RUNNING_LOOP.dge"/>
<AnimGraph file="EDITED_AIM_MS_ENTER_BOMBARD_DEFEND_GRAPH.dge"/>
<AnimGraph file="EDITED_AIM_MS_DEATH_GRAPH.dge"/>
<AnimGraph file="EDITED_AIM_MS_LEAVE_COMBAT_READY.dge"/>
<AnimGraph file="EDITED_AIM_MS_ENTER_COMBAT_READY_GRAPH.dge"/>
<AnimGraph file="EDITED_AIM_MS_FORTIFY_LEAVE_GRAPH.dge"/>
<AnimGraph file="EDITED_AIM_MS_COMBAT_READY_GRAPH.dge"/>
<AnimGraph file="EDITED_AIM_MS_TRANSITIONS_FOR_IDLES.dge"/>
<AnimGraph file="EDITED_AIM_MS_STOP_RUNNING.dge"/>
<AnimGraph file="EDITED_AIM_MS_START_RUNNING.dge"/>
<AnimGraph file="EDITED_AIM_MS_FIDGETS_GRAPH.dge"/>
<StateMachine file="EDITED_MODERN_SHIP_AIM_STATE_01.fsmxml"/>
<AnimGraph file="EDITED_AIM_MS_MODERN_SHIP_ATTACKS.dge"/>
<BoneUsage>
<Bone name="World_Center"/>
<Bone name="Box01"/>
<Bone name="Box09"/>
<Bone name="Dummy05"/>
<Bone name="Box12"/>
<Bone name="Dummy03"/>
<Bone name="Box04"/>
<Bone name="Dummy02"/>
<Bone name="FX_Explosion_02"/>
<Bone name="Box05"/>
<Bone name="Dummy07"/>
<Bone name="Box11"/>
<Bone name="Box07"/>
<Bone name="Box02"/>
<Bone name="FX_Explosion_01"/>
<Bone name="Box03"/>
<Bone name="Box10"/>
<Bone name="Box06"/>
<Bone name="Box08"/>
<Bone name="FX_Explosion_03"/>
</BoneUsage>
</Asset>

And placing the folder with Queen_Elizabeth_Class_Carrier_gloss.dds, Queen_Elizabeth_Class_Carrier.blend, Queen_Elizabeth_Class_Carrier.dds, Queen_Elizabeth_Class_Carrier.fxsxml, Queen_Elizabeth_Class_Carrier.gr2 and Queen_Elizabeth_Class_Carrier.jpg in the
Applications->Civilization V:Campaign Edition->Contents->Home->Resources->Common

EDIT: I tried this and didn&#8217;t work (Putting the folder with the files in Common), then I tried putting the files into Common without the folder and changing the art path in MiscData.fpk, and that didn&#8217;t work either.
 
Thanks for all of the awesome units danrell. You have inspired me to look into creating a Civ5 mod.
 
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