Special Forces

Hmmm...that file should be named Shrimp_Civ4GameText, not _.xhrimp_civ4gametext. Try changing that first (under Beyond the Sword/MODS/SpecialForces1_2/Assets/XML/Text). I will include greeting text for those leaders in 1.3, and I might try and get the suitcase nuking in, but definitely in 1.4. Glad to hear that the ranged bombard ability works and isn't overpowered, by the way.
-SamSniped
 
Britain should have the SAS, Desert Rats and the Commandos as special forces, the SAS in the place of Paratroopers, The Desert Rats in place of the Tank, and the RM Commandos in place of Marines
 
My bad; it is called Shrimp_Civ4GameText. That was a typo on my part.
I have no clue, but I will ask around and try and solve the problem.

Britain should have the SAS, Desert Rats and the Commandos as special forces, the SAS in the place of Paratroopers, The Desert Rats in place of the Tank, and the RM Commandos in place of Marines
I think the SAS will replace the special forces unit, but I will definitely add the other two
 
Thanks man, I appreciate it. It's not a terribly big deal -- like I said, the mod loads and the resource seems to work, though the icon in the City Screen is wrong -- but I thought I'd bring it up.

And as long as I'm here, I've got some ideas for stuff you can add at some point in the future. I'm pretty much just putting down anything that crossed my mind here; use what you like, ignore what you don't.

New Units/Unit Changes
-> Modern Infantry (Strength 26, 1 movement, require fewer shields to train than Marines) (as opposed to Marines, who are weaker -- mobility in small groups being one of the Marines' advantages, at least with the USMC -- but get a bonus against gunpowder units and can cross rivers without penalty)

-> Biological Warfare Missile (Range identical to a Guided Missile, and there is one in the NextWar mod). Will produce fallout only on the tile it strikes. Does a lot of damage to any unit that's not a vehicle or has exposed personnel (and does the same amount of damage to any organic unit on the tile; wipes out Cottage/Town improvements; reduces population in a City and produces a lot of extra unhealthiness; using them reduces relations with other leaders; using them increases the chances of the Pandemic and Global Pandemic events (below) occurring)

-> Modern Paratrooper (Strength 28, whatever movement a normal Paratrooper has): a more advanced and stronger version of the Paratrooper, since they don't seem to get an upgrade.

New Buildings
-> Casino (+1 Trade Route, +20% Trade Route income, can turn 1 citizen into Merchant)

New Wonders
-> Centers for Disease Control (National Wonder, from NextWar)
-> Himeji Castle (I think in the World of Legends UXP, it halved the cost of upgrading units. Maybe you could replace that with reducing the cost of upgrading by 1/3 instead if you think half is too much)
-> The Strip (the Las Vegas Strip; requires a Casino and I guess Mass Media; +50% Gold in the city where it's built, +3 Trade Routes in the city where it's built, can turn 3 citizens into Merchant, +2 Great Person Points (Great Merchant))

New Random Events
-> Zombie outbreak I: requires a Laboratory and either Village or Town improvement adjacent to a city. Options include: Secure the town exits (20 or 30 Zombie units (Strength 5-10, Movement 1, number depends on whether it was a Village or Town; maybe Zombies can spread Fallout wherever they go) will spawn on the affected tile; the Village or Town is destroyed; +2 :mad: in the relevant city); Nuke the town (requires ICBM or Tactical Nuke; the Village or Town is destroyed; the square is hit with Fallout; +1 :mad: in all cities for awhile; the Nuke is consumed; the relevant city descends into Anarchy for a single turn as citizens riot out of panic); Develop protocols for evacuating and quarantining survivors, then bomb it (requires Hospital and some money; the Village or Town is destroyed)

-> Zombie outbreak II: requires a Laboratory. This time the outbreak is in the city itself. Options include: Destroy the city (City and any military units inside it are destroyed; +5 :mad: in each city); send the military in to evacuate survivors and deal with the zombie threat (Requires some gold and at least three Gunpowder, Armored, and/or Helicopter units in a city; lose a decent amount of population in the city; the relevant units cannot move for a few turns, except to defend themselves; city dissolves into anarchy for a few turns and can't produce anything); something perhaps involving the CDC.

-> Zombie outbreak III: More or less the same thing as I, except this time the zombies spawn from a jungle tile.

-> Pandemic (Extra unhealthiness, and lots of it. Options include: do nothing (increased chance of disease spreading); quarantine the city (no trade routes in the affected city while the disease is still present; disease remains for some time depending on whether or not there's a Hospital in the city; +1 :mad:); something with the CDC)

-> Global Pandemic: small chance of this happening from the get-go; the chance goes down with each city that has a Hospital and goes down even further with each Centers for Disease Control, but it goes up every time a Dirty Bomb is used, and possibly with each city that has a Harbor and each city that has an Airport. A pandemic wipes out most of mankind and ends the game on the spot. Sort of like the event in NextWar where the world would blow up if you used too many nukes.

-> Alien Invasion: sort of a Modern era or later equivalent of a Barbarian uprising. A large number of Alien ships will spawn across the globe (the craft from Final Frontier could be used for the Alien ships); these might include transport ships that can drop ground forces (represented by Assault Mechs and Clone Soldiers), and they'd all be pretty darn strong (like upwards of 30 at least; ships would all be classified as Helicopter units)

-> National Poker League: Build Casinos in x number of your cities. An additional reward will be available if you control The Strip.

-> [Civ Adjective] Hold 'Em: A new style of Poker is developed at one of your casinos. Additional gold per trade route, or +2 Gold Per Turn or something from the Casino.

-> Fighting Dirty: a more potent disease has been developed for the dirty bomb. Options include: Reject the new disease (+1 with all leaders); Implement the new disease (costs some gold; -1 from all leaders; Dirty Bombs are now more potent); Reject and hand out a vaccine for the new strain (requires a lot of gold and a Center for Disease Control; +3-5 from all leaders)
- A variation on the first wherein the Dirty Bomb can now remove Jungles and Forests, as well as remove Cattle, Deer, and other Animal tile bonuses.

-> Our Own Worst Enemy: a new disease that can turn humans into walking dead has been developed and can be deployed via Dirty Bomb. Options are pretty much the same as above (with the exception that instead of being more potent, it has a chance of spawning Zombie units near the impact zone if it hits a town, City, or enemy unit.

-> Terrorist Attack: Terrorists set off a dirty bomb/nuke/car bomb inside one of your cities (effects on the city vary depending on what exactly they did). Options would include going to war or implementing a police state, or leaving your intelligence agencies to handle it.

Note that these would not necessarily have to have a high chance of happening. Like I said, I'm throwing out whatever comes to mind.

New Ways Religions Interact
-> Religion influences how a civilization behaves. Buddhism and Taoism make a civilization more peaceful; the three monotheistic religions make a civilization more warlike; Hinduism and Confucianism have no effect.

-> Religion dictates how severe a religious penalty/bonus is with other civilizations. Islam doesn't get along with Hinduism, and the penalties will be more severe; Buddhists and Taoists don't particularly care what your state religion is, and the penalties will be reduced. And so forth.

-> Running Free Religion will get you a diplomatic bonus (like +2 or +3; an additional +1 or +2 with leaders also running Free Religion, on the grounds that "our similar ideals bring us closer together") with all other leaders, unless that leader is running Theocracy; in that case, they'll get upset that you tolerate heathen religions.

New Resources
-> New animal: Poultry

-> New plant: Potato (as used in Community Civ V)

New Corporation Stuff
-> Let Sid's Sushi Co take Shrimp in addition to everything else (or if that's too much, perhaps in place of Rice)

-> Let Cereal Mills accept Sugar in addition to its other resources.

-> New Corporation: Meier & Johnson Fashions (Gold and Culture in exchange for Cattle, Sheep, Silk, Dye, Fur; competes with Civilized Jewelers; founded by Great Merchant)

-> New Corporation: Firaxis Fast Food Corp. (Food and possibly a smidge of Culture in exchange for Cattle, Poultry/Pig, Wheat, Potatoes, and Fish; competes with Cereal Mills, Sid's Sushi Co.; founded by Great Merchant)

General Fixes
-> In the Custom Game section, under the Select a Leader menu, Cleopatra VII follows Hatsheput in the list, rather than Churchill like you'd expect her to in an alphabetical list (and the new leaders aren't in alphabetical order either).

-> New UN Resolution: if the Dirty Bomb is added, then add a UN resolution to ban their use.

-> How about incorporating the Bombing mechanic from Broken Star?

-> I don't know what your thoughts are about adding all the stuff from the NextWar mod. If you do, however, I'd suggest going from Modern era -> Digital era -> Future era (with Future era being reached by any of the new NextWar techs, and at that point all units get a futuristic looking makeover).
 
Modern Infantry (Strength 26, 1 movement) (as opposed to Marines, who are weaker -- mobility in small groups being one of the Marines' advantages, at least with the USMC -- but get a bonus against gunpowder units and can cross rivers without penalty)
I was planning on adding this sometime soon, actually, I just need to find some good graphics :D

New Buildings
-> Casino (+1 Trade Route, +20% Trade Route income, can turn 1 citizen into Merchant)

New Wonders
-> Centers for Disease Control (National Wonder, from NextWar)
-> Himeji Castle (I think in the World of Legends UXP, it halved the cost of upgrading units. Maybe you could replace that with reducing the cost of upgrading by 1/3 instead if you think half is too much)
-> The Strip (the Las Vegas Strip; +50% Gold in the city where it's built, +3 Trade Routes in the city where it's built, can turn 3 citizens into Merchant, +2 Great Person Points (Great Merchant))
All of these sound good, and I will definitely end up including the Himeji Castle (I was planning on it with this update, but...you'll see. I think there's enough this time around).

New Random Events
That is just something in itself that I wished I had the patience to do. However, I'll think about it.

New Ways Religions Interact
Interesting concept. I had some ideas about this before, so you might end up seeing this.

In the Custom Game section, under the Select a Leader menu, Cleopatra VII follows Hatsheput in the list, rather than Churchill like you'd expect her to in an alphabetical list (and the new leaders aren't in alphabetical order either).
I noticed that, but I have no idea what went wrong there. Maybe it was their locations in the file, I don't know. In fact, thinking about it, that might be the cause...

How about incorporating the Bombing mechanic from Broken Star?
And that is? I never really tried out all of the mods that came with my copy of the game...

Let Sid's Sushi Co take Shrimp in addition to everything else (or if that's too much, perhaps in place of Rice)
Consider it done ;)

I don't know what your thoughts are about adding all the stuff from the NextWar mod. If you do, however, I'd suggest going from Modern era -> Digital era -> Future era (with Future era being reached by any of the new NextWar techs, and at that point all units get a futuristic looking makeover).
I might. First, I'm going to focus on expanding on what we have/had IRL. However, I saw somewhere there was unit art for a VTOL Helicopter from Crysis that looked amazing, and I might add that later.

Thanks for the tips! By the way, The_J might have found the solution to your problem in that thread I made. And I don't mind going through the trouble, mainly because it would annoy me until I found the solution :p
-SamSniped
 
For Modern Infantry, you could just use the graphics present in Earth 2010.
 
Cool. I edited my original post to include more stuff, but it looks like you replied as I was editing, Sam.

You should add the Bombing mechanic from Broken Star
And that is?

That is nonexistent, as it turns out. :)

I was thinking of the Air Raid mechanic from Road to War. Basically, it allows you to target a specific building in an enemy city.
 
On your edits-
-> Biological Warfare Missile (Range identical to a Guided Missile, and there is one in the NextWar mod). Will produce fallout only on the tile it strikes. Does a lot of damage to any unit that's not a vehicle or has exposed personnel (and does the same amount of damage to any organic unit on the tile; wipes out Cottage/Town improvements; reduces population in a City and produces a lot of extra unhealthiness; using them reduces relations with other leaders; using them increases the chances of the Pandemic and Global Pandemic events (below) occurring)

-> Modern Paratrooper (Strength 28, whatever movement a normal Paratrooper has): a more advanced and stronger version of the Paratrooper, since they don't seem to get an upgrade.
Hmmm...I like that missile idea...
The problem with the second one is that the Paratrooper upgrades to the Special Forces unit.

Again, in regards to the events, if I have the patience, I will.

New Resources
Quite possibly.

New Corporation Stuff
I'll think about it, and most likely add the first two, at least.

I was thinking of the Air Raid mechanic from Road to War. Basically, it allows you to target a specific building in an enemy city.
That is a definite yes.

EDIT: @ Dumanios- I'll look at it, and get back to you.
 
On your edits-

Hmmm...I like that missile idea...

Good. Even if there's not a random event, I'd still have some sort of consequence for using too many of them.

I know NextWar had the earth crack like an egg if a total of 20 nukes were fired, whereupon everyone would immediately lose (Barbarian State would immediately win a Domination Victory, though you could keep playing after that...somehow), so perhaps you could do something similar: 50 Bio Warfare Missiles causes every city on the map to get destroyed.

The problem with the second one is that the Paratrooper upgrades to the Special Forces unit.

The thing is, though, the Paratrooper isn't a National Unit. Special Forces is.

I'd advise giving the Paratrooper an upgrade to Modern Paratrooper (26 Strength), with Special Forces being its own category entirely.

Again, in regards to the events, if I have the patience, I will.

OK. Like I said, I'm just throwing out whatever comes to mind. Use them if you have the patience, ignore them if you don't.

And on that note...

New Random Events

-> Global Pandemic ("Mild"): The victim's city, plus the cities of every civilization that the victim has met/has trade routes with loses 90% of its population; every Village and Town improvement gets reduced to a Hamlet; every military unit must pass a check wherein there's a 90% chance of it getting destroyed; all cities of all civilizations that the victim has met go into Anarchy for at least one turn. Just like the other Global Pandemic, the chance of it happening goes up with each Bio Weapon Missile used.

Biological warfare isn't pretty, kids.

-> Maybe incorporate the Extended Random Events mod.

New Leaders
-> Dido (Carthage)

-> Theodora (Byzantium)

-> Harun al-Rashid (Arabia)

-> Gustavus Adolphus (Vikings)

-> Nelson Mandela (Ethiopia; I realize he wasn't technically anywhere near Ethiopia, but since South Africa doesn't exist as a civ, it's the best I can do).

New Victory Condition
-> Economic: In Civ Revolutions it was: have 200,000 Gold and build the World Bank.

Other Changes
-> Give Helicopter and Armored units 100 First Strikes against Melee and Archery units (and possibly against Mounted)

-> Change the name of the "Vikings" civilization to "Scandinavia."

-> If it's at all possible, tailor Gandhi's AI so he emphasizes building ICBMs.

-> Penalty for Gunpowder units when they face Armored units?
 
Give Mandela to Zululand. Closer to South Africa.

Anyway, make Monasteries and Monuments never go obsolete. It's way too annoying, since Monuments exist today, while Scientific Method causes your science to tank.

Change Gandhi's favorite civic to Pacifism from Universal Suffrage.
 
Give Mandela to Zululand. Closer to South Africa.

I forgot about that. Yeah, Zululand will work. Be nice to have a leader of Zululand that's not eager to kill me.

Anyway, make Monasteries and Monuments never go obsolete. It's way too annoying, since Monuments exist today, while Scientific Method causes your science to tank.

Agreed. Missionaries can still be useful, except I can't build them without a Monastery.

Change Gandhi's favorite civic to Pacifism from Universal Suffrage.

My only concern here is that this might cause Gandhi to defy a UN resolution for Free Religion. Which seems a bit out of character for him -- I know his personal beliefs blended a lot of different religions, and he specifically said at one point that if we want democracy, we cannot afford intolerance.
 
Just wanted to post a bunch of my ideas I got from browsing the older threads here. I doubt any of these would make it into version 1.3, but many of them will get into version 1.4, where I plan to focus on Europe. I don't think any of these are too overpowered, if at all, but any feedback is appreciated.

-Castles obsolete @ Steel
-Remove XP limit from barb/animal battles
-Dun- 30h, +2CP/Turn, free Guerilla I to all
-Jaguar @ 6 STR, 40 hammers, keeps woodsman 1
-Seowon +2 scientist slots
-Lumbermills- avaliable @ machnery, Replaceable parts give +1 hammer, no hammer bonus from railroads
-Desert tiles can be irrigated
-Tundra can have all improvements
-Recon- can attack
-New medic unit
-Oil wells can be built in desert and tundra, and have a chance of discvering oil, and +1 commerce to that tile
-Cavalry-->APC and/or Helicopter
-Infantry-->Modern Infantry
-Transport Heli- Helicopter unit, 22 STR, only defend, +50 defense vs. armored units, carries 2 infantry/modern infantry/Marines/modern marines/SAM inf./At inf./modern --AT inf (Upgrades to same but with 32 STR)
-Ace- +50% exp. from combat
-Commando promotion- Combat 4 OR Drill 4
-Serfdom- +2 commerce for farms, -25% distance upkeep
-Slavery- +2 commerce for plantation, +1 hammer for quarry
-Mall- +2 food instead of +1
-PRO trait- +2 EP/city
-Biology- +1 commerce for plantations
-Monasteries don't obsolete
-Castle & wall give 1 spy slot, Scot. yard gives 2
-GW requires 3 walls
-M1 Abrahms-American replacement for the Modern Armor;
-German UUS- Teutonic Knight, ME109, Tiger
-Maybe add heavy tank (2 move), and change tank to 3 moves? also, infantry up to 2 moves, armored up to 3 moves, something like that
-Russia- T-34(-25 hammers), Kaytushas(?),
-England- Yeomen Longbows (40 hammers, same stats, starts with Drill I (or I and II for the stacking effect), Spitfire (65% intercept chance, +1 STR, bombard rate 5%), Man-o-war(replaces frigate, 8STR 4 MVM, 10%n bombard rate, Free nav 1-2)
-France- Dragoon (+1 MVM)
-New units- Attack fighter (increased STR, bombard %, and Range over fighter, but not as much as bomber, at the penalty of lower interception rate, plus maybe being easier to get hit, upgrades to strike fighter, which would be proportionate to the three air units listed), Heavy Bomber (more power than stealth bomber, but less range and easier interception), stealth fighter (less power than Jet fighter, but better evade interception, interception, and range)
-Praetorian- rename to Legion, 7STR, +15 city attack
-Holkan and Impi start with Shock, Carrack and East Indiaman get +1 movement, Gallic Warrior gets guerilla II
-Keshiks- replace knights, not immune to 1st strikes, mvm of 3, 20% withdraw chance, start with Drill 1
 
Just wanted to post a bunch of my ideas I got from browsing the older threads here. I doubt any of these would make it into version 1.3, but many of them will get into version 1.4, where I plan to focus on Europe. I don't think any of these are too overpowered, if at all, but any feedback is appreciated.

-Castles obsolete @ Steel
-Panzer- +50 vs. Armor instead of just tanks

If you will obsolete castle then you got to add in an airbase or army base improvement. The castle in later times represents any army base, since it can have plane on it, so I would suggest adding an air/army base where you it does the same as the castle, just a modern touch

Panzer should just get vs tank since by the end of WW2 UK was starting to get tanks that had advantage (somewhat) over panzer, and they would not match up even close to any modern HEAT tank, so a bonus would be inacurate
 
If you will obsolete castle then you got to add in an airbase or army base improvement. The castle in later times represents any army base, since it can have plane on it, so I would suggest adding an air/army base where you it does the same as the castle, just a modern touch

Panzer should just get vs tank since by the end of WW2 UK was starting to get tanks that had advantage (somewhat) over panzer, and they would not match up even close to any modern HEAT tank, so a bonus would be inacurate

I was planning on adding in an airbase or army base at some point. Also, having it obsolete at Steel instead of Economics makes more sense IMO.

True. I'll just give the tank bonuses over any light armor of that time, if I do add any, instead.
 
Looks good so far. I've got a few ideas for national Special Forces replacements:

-> England: SAS
-> France: GIGN
-> Scandinavia: (Norwegian) Rangers
-> Arabia: Republican Guard?
-> India: Ghatak Platoon/MARCOS
-> Germany: KSK/Jagdkommando
-> Egypt: Unit 777
-> Greece: OYK
-> Rome: COMSUBIN?
-> Japan: Special Boarding Team/SST
-> Korea: SMU

IDK, give this page a look.

How's the update coming, just out of curiosity?
 
So, not much progress then? :)

Anyway, I've got another idea:

New Wonders
Area 51: Requires a certain number of Laboratories (probably 6 or 7) and/or Army Bases; available with...Rocketry? Flight? Satellites?; grants either 1) a bonus to research as well as a bonus to Space Ship production, or 2) a free tech. World Wonder unless you want to implement random events; then a random event would be necessary to enable it as a National Wonder.
 
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