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Modern Warfare MOD

Discussion in 'Civ5 - Modpacks' started by nudden, Oct 10, 2010.

  1. Maximus9102

    Maximus9102 Chieftain

    Joined:
    Nov 11, 2010
    Messages:
    11
    Another question, sorry about all of these :), where do bridges come in, for river crossings? Are they later up in the tech tree?
     
  2. HolyMolyACow

    HolyMolyACow Chieftain

    Joined:
    Nov 22, 2010
    Messages:
    3
    I cannot seem to find a download link anywhere. I am pretty interested in trying out this mod. Is it unreleased?

    I have a feeling I am just blind.

    Thanks for the help,
    Cow
     
  3. nudden

    nudden Prince

    Joined:
    Jun 9, 2008
    Messages:
    318
    Location:
    Germany
    Fighter Tech? which tech do you mean?

    must be "Construction" tech....:)

    you have do download it from the modbrowser. then search for modern warfare mod v 4....

    - nudden
     
  4. HolyMolyACow

    HolyMolyACow Chieftain

    Joined:
    Nov 22, 2010
    Messages:
    3
    I somehow fully skipped over that part -.-
    Oh well, thanks for the help.
     
  5. nudden

    nudden Prince

    Joined:
    Jun 9, 2008
    Messages:
    318
    Location:
    Germany
    Hey Guys,
    i uploaded a screenshot from a little new "feature" in my mod. i recreated the helptexts from the units. now they give the player FULL and DETAILED information about the bonuses and deductions of the chosen unit. Hope you like it.

    -nudden
     

    Attached Files:

  6. Pablod

    Pablod Warlord

    Joined:
    Sep 17, 2005
    Messages:
    294
    i love it
    thanks for adding URUGUAY to the list of city state
    View attachment modern v4 giant map.rar
    this is a giant map can you help me puting the technologies to do
    a industrial era, WW2 era ,and cold war era scenarios
    thank you
     
  7. nudden

    nudden Prince

    Joined:
    Jun 9, 2008
    Messages:
    318
    Location:
    Germany
    i'll update to the next version when the next patch for CiV is available. There you'll find more modern city states (or minor nations) as well as a giant world map.

    what exactly do you mean with this...?

    -nudden
     
  8. Pablod

    Pablod Warlord

    Joined:
    Sep 17, 2005
    Messages:
    294
    i need the technologies for every country (team)
    in world builder you have to click in every tech (edit tech)
    i know now i need to put start era industrial and does it
    but i need help with buildings for every city
     
  9. nudden

    nudden Prince

    Joined:
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    Location:
    Germany
    i didnt spend much time with the worldbuilder yet. so i think iam the wrong guy who can help you out with this. sorry.

    -nudden
     
  10. Bluebird

    Bluebird Chieftain

    Joined:
    Nov 27, 2010
    Messages:
    54
    Completely disregarding the point of that post, I have a question about the special forces unit. Regarding the "is invisible" modifier, are there ways to detect invisible units?

    The mod looks like it has great potential, keep it up.:goodjob:
     
  11. nudden

    nudden Prince

    Joined:
    Jun 9, 2008
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    318
    Location:
    Germany
    yep. there is a new upgrade line for the scout (scout-->explorer-->jeep-->humvee). the jeep and the humvee are able to detect the special forces units.

    -nudden
     
  12. DJGspinNhitz

    DJGspinNhitz Warlord

    Joined:
    Jul 14, 2006
    Messages:
    154
    Location:
    Orlando, Florida
    I must be blind but I can't find the download for this mod anywhere on this site. Help really appreciated!
    GQ
     
  13. nudden

    nudden Prince

    Joined:
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    Messages:
    318
    Location:
    Germany
    no download link here. only available in the modbrowser.

    -nudden
     
  14. Acoustic

    Acoustic Warlord

    Joined:
    Sep 24, 2010
    Messages:
    270
    Nice mod, has grown since I checked last.

    3 questions:

    1. Shouldn't you make some sort of modern era infantry? It seems kinda stupid that every infantry is "mechanized".

    2. You said something about trading maps? How do you do this? Is it some sort of tech?

    3. What major things do you want to add later?
     
  15. DJGspinNhitz

    DJGspinNhitz Warlord

    Joined:
    Jul 14, 2006
    Messages:
    154
    Location:
    Orlando, Florida
    I notice there appears to be a cap on workers. I am correct with this? Problem playing a huge map with lots of cities they can't seem to keep up with the improvements to stop starvation and such.
    I suggest either up the number allowed (maybe by number of cities, 1 worker per 3 cities?) or reduce time to make improvements. I think reduce improvement time and up the cap slightly would work best for game play.

    Also notice that I seemed to be able to jump to techs without what appears to be all the prerequisites.

    Finally figured out what the modbrowser was..lol

    Great MOD so far.. still playing through it.

    Is there a way for CIV specific wonders that only one of that type can be build?
    Example maybe: White House & Kremlin.. if Russia built the Kremlin it would lock out the White House if they gave the bonuses to the Americans. Hope that made sense.

    Couldn't we have Bill Clinton instead Nixon?

    Thank again for all your work...
    GQ
     
  16. nudden

    nudden Prince

    Joined:
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    318
    Location:
    Germany
    I thought about that too. Perhaps a little weaker than the mech inf but no need of oil? On the other hand i have plans to make a modern marine unit (upgrade for the marine). Perhaps this one can be the modern inf instead?

    forget it. it was an option in the tech.xml. does not work. dont know why.

    v 5 will be a huge update. iam still waiting for the new patch. the big thing iam working on right now are resource convert buildings. i.e. an oil refinery which converts two oil into four fuel. for now we modder are unable to add new font icons to the toppanel. someone said it will possibly be fixed with the new patch.

    in v 5 i up the cap to 12. works much better. the reason for the cap was to simulate that bigger empires are harder to improve. did i describe it right:sad: hope so:mischief:

    any precision examples?

    as far as i know...no. but i have plans for unique wonders.

    no. i want cold war era leaders.

    thx for giving feedback guys.

    -nudden
     
  17. Acoustic

    Acoustic Warlord

    Joined:
    Sep 24, 2010
    Messages:
    270
    Thanks for the response man. If I am correct, don't most militaries have marines and other infantry? Marines are usually some sort of special forces within countries. Such as the Royal Marines for the UK. Idk, more research is needed for it.
     
  18. DJGspinNhitz

    DJGspinNhitz Warlord

    Joined:
    Jul 14, 2006
    Messages:
    154
    Location:
    Orlando, Florida
    Thanks for the reply. I'll look back and start writing down stuff. Might be just the tech tree is a little cluttered and what looks to be needed maybe isn't.

    I've only had CIV 5 for for about a week and though I've played CIV since #2 there is still a learning curve.

    When land units covert to ships they are defenseless, but it appears you can't move them in the same tile as a naval unit to defend them. So how do you protect the land units when they are ships, they can't out run naval units so they are toast? Can we go back to loading and unloading or at least allow stacking with a naval unit for protection?

    Units/Ideas that maybe should be added:
    Musketman (single shot then bayonet) first gunpowder unit
    Siege Tower: Takes away castle/wall bonus when attacking cities
    To allow airlift of combat units require MAC (Military Airlift Command) to be build.
     
  19. nudden

    nudden Prince

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    Location:
    Germany
    nice. that helps a lot:goodjob:

    this is nothing special from my mod. it was the design philosophy of firaxis. but on the other hand this is adressed in the upcoming patch this week. all embarked units will get a new defensive promotion, similar to the unique ability from the songhai civ. transport ships are much better in my opinion too, but i think it'll need a lot of reprogramming the AI to handle that stuff properly.

    musketman: its something for the unitgraphic authors. nothing i can do about it. just wait for proper graphics.
    siege tower: same here.
    airlift: i might remember that there is an option for an airlift in the XMLs. i'll have a look.

    -nudden
     
  20. nudden

    nudden Prince

    Joined:
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    Location:
    Germany
    ive created some examples of modern static leaderheads. how do you like it?

    -nudden
     

    Attached Files:

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