Sid Meier's Civilization V

Sid Meier's Civilization V

Units - Airship and Land Ironclad
95 commenti
UPROAR!! 30 mag, ore 11:45 
Really crazy how just 2 units can spice up the vanilla game so much. Thanks a lot for this mod!
Imperialer Offizer 88B 21 dic 2023, ore 6:56 
ok i understand the car at industrial times but not the zeppelin. the zeppelin can way more earlyer exist.
NahcEVAD_cat 12 feb 2020, ore 7:15 
whole*
NahcEVAD_cat 12 feb 2020, ore 7:13 
oh...sry for not reading the whol note. nice mod btw!
BlouBlou  [autore] 16 dic 2019, ore 14:26 
@NahcEVAD_cat貓刃之垠

Also from the mod description:

-Smooths the transition from Cavalries to Tanks by making the industrial age, an era where the strongest cavalry and the weakest tanks (new steam units) in the game meets at equal footing in terms of strength

Check the stats of the units.
BlouBlou  [autore] 16 dic 2019, ore 14:25 
@NahcEVAD_cat貓刃之垠

Because you have acces to horse but not coal? or vice versa?
NahcEVAD_cat 15 dic 2019, ore 19:04 
y cavalry when you have iron clad tho?
BlouBlou  [autore] 30 mag 2019, ore 3:31 
@Sidewinder Fang

Nothing in the game changed and the mod is still functional. there is different reasons why you may encounter this behavior.

Try this:

- Make sure you own at least god and king expansion
- To make sure no other mod from other modders is conflicting with this one, start a fresh new game with only this mod enabled.
- You need a new game after subscribing to this mod, subscribing mid game wont work.
- Make sure when you start your modded savegame, to load your game from the MOD menu and not from the singleplayer menu.
- After that, refer to the troubleshooting sectin of the mod for more support.

Good luck!
Sidewinder Fang 29 mag 2019, ore 19:51 
In my game it's not letting me upgrade from cavalry/lancers to airships/land ironclads. Not sure if its a problem with the mod or they're just added in as a sort of side unit rather than added directly into the progression path for tank/anti tank units.
elotar 23 ott 2017, ore 3:18 
@Knight of Spear

I've played them together, works fine.
Crazy_Nurse69 8 set 2017, ore 10:15 
does this goes well with enlighment era? cause it crashes
Narrelama 11 dic 2016, ore 2:10 
Seems to me that it lacks two pairs of dds files (and, yes, I have narrowed it down to one of the units added or changed by this mod). Think it is the unit button, and perhaps the tech tree or civilopedia button.
Kraft 7 set 2016, ore 19:28 
also can u make a mod adding all steampunk units?I just want the crussier and the great war machinegun.
Kraft 7 set 2016, ore 15:36 
Hey u know how to use custom models in game?(my freind made models for a mod and he couldent get them to work ingame.)
Canis ♥ 28 lug 2016, ore 15:06 
what is a Prototype Airship? Other civs can build them but i can't see the tech for it
Zany_One_Pip 6 dic 2015, ore 6:46 
I want to make a Let's Play series using this mod when I get a more powerful PC someday. would you mind posting some links to it on your workshop page?

I want to be a famed let's play personality specializing in mods and having more completist runs than many of the famed let's play personalitites you see and raising awareness of mods or good internet games that don't cost money while players get into out-waste contests in freemium games buying more stuff with in-game currency, exchanged from real currency to beat players that are doing the same.
BlouBlou  [autore] 9 ott 2015, ore 9:06 
@richmondkyle1

The airship upgrade to anti tank guns it doesnt upgrade to cavalry.

You are probably using a 3rd party mod that cause this behavior.

Try a fresh new game with only this mod enabled and check civilopedia, you will see that it has the proper unit set as upgrade, as you can see in the code:

<Unit_ClassUpgrades>
<Row>
<UnitType>UNIT_AIRSHIP</UnitType>
<UnitClassType>UNITCLASS_ANTI_TANK_GUN</UnitClassType>
</Row>

Regards.
ksrichy00 9 ott 2015, ore 8:14 
My airship wants to update to a cavalry...
BlouBlou  [autore] 26 lug 2015, ore 21:10 
Good idea!
ɌƗȻꝀŦɆɌ 26 lug 2015, ore 18:25 
well, i'm actually kinda of thinking of doing exactly that as a summer project to keep me busy, i'll just try to asing the helicopter model to it's embarked counterpart, it'll still be useless for naval combat, but it will look like the unit is "hovering" over the water, purely aesthetic
BlouBlou  [autore] 26 lug 2015, ore 12:19 
@Rickter

I agree with the embark part of helicopter type unit :)

i wish fireaxis would have made this system a lil different for this type of unit. The goal of this mod wasnt to change the system tho, it was to add an additional unit to the existing system.
ɌƗȻꝀŦɆɌ 26 lug 2015, ore 11:40 
what a shame, IMO the coolest part of the airship was to be able to use it both on sea and land :/ and since it's weaker than most other industrial units it wouldn't be as unbalanced, and it feels funny to have to embark a ballon to cross the water, but then again, it's also weird to embark a helicopter XP
BlouBlou  [autore] 26 lug 2015, ore 11:14 
@Rickter

Airship have been intregrated as Helicopter-like units and behave like them.

Airship couldnt be integrated as they were in the scenario because there is no units in normal games that can hover ocean.

Air units need a carrier and they lauch attacks then rebase, introducing a unit that dont go in embark mode and hover ocean would break the basic combat rules of normal games.
ɌƗȻꝀŦɆɌ 25 lug 2015, ore 23:43 
isn't there any way to make the airship a singe unit graphic, and to make it "hover" over water as in the scenario?
Rory 21 giu 2015, ore 18:50 
can you add the sky fortress unit as well, I loved the unit in the scenario and would love to be able to play with it all the time.
BlouBlou  [autore] 9 mag 2015, ore 6:36 
@Poland

thats because you dont own god and kings expansions, as said in the mod description
Beef Wellington 8 mag 2015, ore 7:34 
My game keeps saying cant load skin pack and keeps having pop up windows. Unsub'd
Illuminare 3 apr 2015, ore 14:22 
can you add more of the units from smokey worlds or what ever its called?
BlouBlou  [autore] 23 mar 2015, ore 15:14 
@crash and math

This mod is not the place to make such a change in the base game. This mod adds a new hovering unit to existing one and works the same way. making hovering units fly over water isnt a good idea at all in my opinion, there is a reason why fireaxis made it that way.

If this change was to be made it would be in a separate mod that change completely these unit. But thats not something i would do personally because it breaks a base game mechanics and the promotion system.

Regards
Matt 23 mar 2015, ore 14:29 
All this mod needs to allow the ships (and helicopters) to fly over water is the following code in one of your XML files:

<UnitPromotions_UnitCombats>
<Delete PromotionType="PROMOTION_EMBARKATION" UnitCombatType="UNITCOMBAT_HELICOPTER"/>
</UnitPromotions_UnitCombats>

This will not enable them to melee attack sea units, it isn't possible, therefore they are extra vulnerable when placed in sea tiles which balances the game out nicely
crashburn274 13 nov 2014, ore 22:17 
Historically, the US Navy built airships to search for submersibles. While they had only moderate success in this role, I'd have to rate the actual success of combat airships in any role as moderate at best. There really should be a way to balance them without unbalancing the helicopter or naval combat in general.

Possibly there could be an 'ending the turn over water causes damage ' promotion added to the helicopter, the same way ending the turn on a mountain causes damage. This would let the unit hover across channels but little else. Frankly, I've always thought the helicopter ought to be able to hover across channels. If possible, it would be best to leave the "embark" button in the UI so users can still cross oceans with their helicopers.

I don't know enough about modding to know if this concept is workable or if it would be fun, just sharing an idea.


BlouBlou  [autore] 24 apr 2014, ore 13:31 
@pmccuk (2/2)

This would be a really bad conception idea for a mod to introduced a single unit from a single age that behave completly differently from other units in the game and doesnt go by basic game mechanic and rules, it would completly destroy the concept of naval units, since their strength come from the fact that they can take out non-boat unit easily when at Sea.

That why they behave like helicopters, are balanced that way and receive the proper promotion tree and combat bonus/penalty.

Using your code would completly break the unit. Airship would now have boat promotions instead of flying unit promotion, while getting bonus and penalty from normal land unit like swordmans, so this isnt a viable solution.

in any case, i thank you for your interest in that mod.

Regards.
BlouBlou  [autore] 24 apr 2014, ore 13:31 
@pmccuk (1/2)

dear pmccuk,

These new unit were inspired by the scenario but cannot be included in normal games as they were for many reasons.

There is no unit in normal games that can fly over water without airbases, this is a basic game mechanic decided and balanced by fireaxis.

All flying stationary units are defined as helicopter type in the game and every bonus, promotions, terrain effect, etc.. are calculated and balanced for this type.
missile 17 apr 2014, ore 9:41 
dear maker of this mod :
Hi, I'm one of the fanatics of steampunk, truly thinking those airships are aswome.

Well I was also dissapointed with the damm airship which cannot enter water tiles...
there was a problem with embarkation (heli gunship) if I intended like scenario.

Also Polineisian civ provides free allwater embark, which made me stressful.

however,....i've found some solutions...well not a perfect one, but it makes your airships fly over coast tiles including previous land tiles too.

check your airships XML data

<CombatClass>UNITCOMBAT_NAVALMELEE</CombatClass>
<Domain>DOMAIN_LAND</Domain>

try like this.
still it cannot across the ocean, well yet...this will make it more feels like real airship.
BlouBlou  [autore] 17 feb 2014, ore 16:05 
@The civilian

The airship and the helicopter behave exactly the same there is no difference.

Regards.
fshare03 16 feb 2014, ore 11:59 
Since the airship can float over coast tiles, do you think you could do something similar with the helecopter gunship? As in, it can hover over coast but loses 50hp if it ends its turn over coast (like how it does with mountains).
NUKEingtonIII 4 feb 2014, ore 14:43 
Where has this mod been? its like on page 7. I've been looking for this for this mod for like 4 hours.
Delport Breckland 16 gen 2014, ore 22:39 
@Bane Uchiha - This mod enables the use of certain models in the main game, but these models are found in "Empire of the Smoky Skies," a scenario included in Gods & Kings. This mod cannot work without that expansion.

@BlouBlou - Any intentions to include other elements from SS?
Sn3aky Viking 15 gen 2014, ore 10:13 
Vanilla versions please
Venusaisha 10 gen 2014, ore 0:47 
awesome & useful 8)
Odessa Steppes 30 dic 2013, ore 20:18 
Looks like it might be fun. I'll give it a try.
Marble 21 dic 2013, ore 6:29 
I would love there to be a Land Leviathan mod too, either optional or as a different mod :)
Hokath 20 dic 2013, ore 6:06 
@BlouBlou
Would it be possible to make lancers upgrade to airships? That sorts out the whole lancer being useless problem, and airships upgrade to antitank guns anyway!
BlouBlou  [autore] 27 ott 2013, ore 16:31 
@Pope

Glad you think so =) , sorry for being rude myself, im just having a real bad day too. Thx for your comment!

Good day!
Shiny New Username! 27 ott 2013, ore 16:20 
Fair enough man it makes more sense now looking at it from the perspective. Don't know much about modding so a little ignorant on game mechanics and how it works. Anyways great mods like all your other ones. Have a good one.
BlouBlou  [autore] 27 ott 2013, ore 16:17 
@Pope Woody Allen (3/3)

Embarkation:

"When a unit is embarked it is unable to attack and unable to defend itself against any attacks. Any naval unit can destroy an embarked unit and will not even lose its remaining moves while doing so. Cities and ranged units can also easily destroy embarked land units by bombing them. In effect, embarked land units are considered to be non-military units. "


All units in normal are bound to this basic rulez or to the airbase Rule. I cant take a single unit from a single age and take it out from both mechanics. It would be imbalanced.
BlouBlou  [autore] 27 ott 2013, ore 16:15 
@Pope Woody Allen (2/3)

To answer your question:

In the steampunk scenario, the game parameter is different these are the only units that you will build. In normals game, as i said, there is No unit in the game that can fly over ocean without embarking and without having an airbase dock. it would be ridicoulous if a modern F-18 or an helicopter couldnt fly over ocean, but an industrial age balloon could. it would be the only unit in the game that isnt affected by the embarked combat stats and could ignore this core game mechanic.

It seem pretty obvious to me why it would break the game balance. Heres a reminder from the game rules:
BlouBlou  [autore] 27 ott 2013, ore 16:12 
@Pope Woody Allen (1/3)

Sry i felt attacked by the word "Useless" in your comments. I also hate long debate in the comment section, it should be used to report bugs in my opinion and not to start huge debate about single users personal preference, with 30 mod pages to support this easily become annoying.
Shiny New Username! 27 ott 2013, ore 15:53 
Sorry if I came off as rude, I do indeed use this mod for land maps because I still love it... but airships and flying fortresses could fly over the ocean in the scenario and they weren't imbalanced at all. So how would using them in a normal game make them imbalanced?
BlouBlou  [autore] 27 ott 2013, ore 15:43 
@Pope Woody Allen

There is no unit in normal civilization game that can fly over ocean and not being docked to an airbase, of course i cant introduce such an imbalanced feature in normals games. They had to embark, just like helicopters do.

I wouldnt release a mod that would break game balance. If you find this mod useless, just dont subscribe =) no need to voice your personal preferences on a mod page you wont even use.