Lost Units Mod

Frontbrecher

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Joined
Nov 13, 2005
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Lost Units Version 1.2

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Lost Units Mod for Civilization 4
v1.2 Created by Frontbrecher
Supported Language: English and German


Installation:
=================================================================
Start the installer LostUnits.exe, it will find the
Civilization 4 folder automatic if the game was installed
properly. If not you must select the main folder
(not the mod folder) by yourself
(example "C:\Program Files\Sid Meier´s Civilization 4"),
the installer will create the subfolder mods\Lost Units
by himself.

After the installation start the game and load the
mod Lost Units in the advanced options of the main
menu. The game restarts and if everything went right
you will see "Lost Units" on the upper right corner
of the main screen.

You can also load the mod by default, just modify the
CivilizationIV.ini located in your
My Documents\My Games\Sid Meier's Civilization 4 Folder.
Open it with notepad and replace "Mod = 0" with
"Mod = Mods\Lost Units".

Save games from a previous version of this mod can't be
used anymore. Also don't forget to clear the cache by
holding the SHIFT key during the start up.



Changes from the original game:

New Units
(Note: Most units have just a different skin and not a new model)
=================================================================
-Hypaspist
-Cataphract
-Tank Mark V
-Biplane
-Privateer (Special: Will be captured instead of destroyed)
-Ship of the Line
-AEGIS Cruiser
-Trebuchet
-Bazooka
-Commando
-IFV
-Modified Mechanized Infantry
-Modified Cavalry
-Strike Fighter (Special: Unit can destroy ground units)

--->New units in v1.2<---

-Naval Mine
-Zeppelin

More informations about the units can be find in the
civilopedia.


New Religious Special Units
=================================================================
-Crusader
-Mujahid
-Ruji Savant
-Chi Savant
-Siddha Monk
-Guru
-Aman Spy(Special: Unit can move through impassable terrain and
flat movement cost)

New Promotions:

=================================================================
-Religion
Just a placeholder for the hint that you can build these units
only with the specific state religion.


-Sentry II
exclusive promotion for the AEGIS cruiser.


Additional Modifications:

=================================================================
-Changes of the availability for ships
-Increased production cost for Carrier (requires Uranium) and Battleship
-New textures for the cavalry (additional upgrade to the modern armor)
-New textures and modifications of the Mechanized Infantry
-The original Mechanized Infantry was modified to the IFV
-Removed Navy SEALS, new unique unit of america is the US Cavalry.


History:
V0.1 first public release with the 5 hidden units and the Mujahid.
V1.0 second release with with more units ;).
v1.1 Bugfix for the Trebuchet Unit, didn´t appear in the build menu.
v1.2 New units Naval Mines and Zeppelin added, decreased cost of
Hypaspist and Battleship, changed the commando skills
(not invisible anymore, +1 movement and Woodsman II promotion),
Caravel can now transport any type of ground units, new text for
the sid's tips pop up, published with a installer.
 

Attachments

  • lostunit3.jpg
    lostunit3.jpg
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Ghost said:
everything looks so green

Well the units do all belong to the Aztecs...
 
where did you get that biplane? and is the Crusader 'new' or reskinned? :scan: going to have to try this one :)
 
This looks great. Hopefully I can cut/paste the files into my personal mod without too much trouble.
 
hmm, nice! but will the AI use the new units?

what about the commando-unit? will it be available for all civs?

is this mod in some way compatible with realism mod?

where the hell are the paratroopers? maybe in the next version? (need those guys!!!!)

bring back the seals! and call the commando-unit: SAS or DELTA FORCE or sth. else... give those guys camo!

all in one, good work
 
@bhiita
There are 6 hidden units in the game, Firaxis stored them in a scenario folder. The Companion (Cataphract), MarkV, Sopwith Camel (biplane), Hypaspist, Crusader and the WWI Infantry (the only unit who survives the final version, with a new skin it is the regular Infantry)


@max83
The AI will use the new units, maybe not the religion units because the AI ignores the religion.

The commandos are available for all civs.

My mod is incompatible with the realism mod but it can be modified.

For paratroopers I will need the AI-SDK, this can´t be edited just with XML.

The commando unit is good replacement for the seals and actually more realistic. The availability of the modern seal was the same like the marine.
 
Nice mod. I'm trying it out now.
 
Also, what are Hypaspits and Cataphrakts? Tell me if I'm wrong, but shouldn't it be spelled cataphracts?
 
Just tried it and the link isn't working.
 
To reduce the traffic for civfanatics I changed the download link.

@Robo Magic Man
True, but it is just a spelling mistake in the readme and not in the game :D
 
Good job on removing the Navy Seals, the US shouldn't get all the credit simply for knocking off the SAS. Which on another note should be Englands UU and not Red Coats. They should have at least called the Red Coats Her/His Majesty's Royal Marine Corps or something to that effect.
 
Personally I was thinking Longbowmen should be England's UU. :p
 
Love all of the changes. Seeing a Hyaspist barbarian was quite a shock!

One comment about the modified files you created; is there any chance in the future you could simply put all of your additions on the bottom, after the original data? I had a whale of a time hunting everything down since I couldn't simply move your files where I wanted them without overwriting some other files. I know this may only affect me, but I hope others will use your mod in conjunction with other mods and not as a stand-alone.

Again, nice work.
 
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