Sid Meier's Civilization V

Sid Meier's Civilization V

Late-Game Unit Pack
122 Comments
blackrave 3 Dec, 2023 @ 2:12pm 
While I like this mod, it's incompatible with Future Worlds (FW models revert to spearmen)
And Future Worlds adds way more than just combat units, so it's slightly higher in my preference list)
But if you look only for combat unit expansion, then this mod is excellent.
Kraft 30 May, 2022 @ 6:57pm 
Do you know where to begin with modding units/importing custom models, textures and sounds into Civ V so I can get custom art defines for Unique units for my Civ mods? Please? Ive been searching everywhere and have no idea how to do it. But im trying to make custom civilizations with unique unit models, textures ETC
大嘴其实嘴不大 8 Apr, 2022 @ 11:33am 
Excuse me, can you make a mod of j-20 fighter
L1TTL3 PYP 16 Nov, 2021 @ 8:11pm 
will this work in an already running game or will i need to start a new one?
friend robocat 3 Oct, 2021 @ 2:40pm 
please make a Civ Beyond Earth unit pack sequel to this with units from CivBE, S-Man!
KurokoSis 5 Aug, 2021 @ 9:51am 
Can I use your unit model for adding to my mod pack? I'll give a credits.
Daniel30 12 May, 2021 @ 7:05am 
Great! Will be trying it out. Thanks!
S-Man  [author] 19 Mar, 2021 @ 1:59pm 
I kind of like the idea of adding this capability to those SAM units. What do you think?

Unfortunately, I'm not really updating this mod any more, as all of the units moved into my "SMAN's The World at War" mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1562440077

It's a much more comprehensive structure of units, that fully integrates these units together into a better late-game set up.

I've made a note to add this to the WAW mod, the next time I update it. And I'm planning on updating it in the next few weeks.
S-Man  [author] 19 Mar, 2021 @ 1:56pm 
@L - unfortunately no. There is no database method to do this. It would require a rather involved LUA fix to detect when/where a missile attack occurs, AFTER the damage has been completed.

You would then need a function to "undo" some of the damage (restore HP's, un-fallout tiles). But tracking which units are destroyed by the missile (or buildings destroyed if the target tile is a city) is quite a PITA. It would require tracking every unit killed by any source (including when a unit embarks, disembarks, is upgraded, etc.) each turn and reacting by spawning destroyed units.

I suppose perhaps it would be fairly easy and hopefully good enough to simply remove all the fallout and make all damaged units back to full HP, and call that good enough?
kanamedate 19 Mar, 2021 @ 3:17am 
Does Laser SAM or Railgun SAM defend against nuclear missiles?
the REAL dr. latency 7 Jul, 2020 @ 8:22pm 
Nice mod! I always like new unit additions.
S-Man  [author] 19 May, 2020 @ 12:19pm 
@Ifdy100 - that sounds like a bizarre error! I'm pretty sure it's not mine, but rather a Steam oddity.

A couple of things to try. First, unsubscribe from this mod, exit Civ and Steam, the login to Steam then restart this game. If you content list (am assuming Mods list here) looks like it should, then go to the Mods area of the game then try to find this mod ingame, using the "Find Mods" button. Subscribe from within the game then see if it fixes the problem.

If that doesn't work, about the only thing I can think of is to clear the game cache. It's a drastic solution that basically forces the game to download a fresh copy of all your mods. Can take a couple of minutes if you have a lot subscribed. Instructions are here:

https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/1562440077/1744478429696414681/
lfdy100 29 Mar, 2020 @ 2:36am 
This mod looks great. Any idea why it's not loading in my additional content list when I subscribe? I've tried a few times now, but the web and from workshop in-game, restarting the game each time too...
Silver Crescent 21 Sep, 2019 @ 11:08pm 
why not put in a railgun battleship and allow the battleship line to upgrade that way? I personally found myself just sticking with battleships instead of going to the missile cruiser and then the railgun cruiser. The in game utility of the battleship is better as its effectiveness isnt designed to be supplemented by missiles that are ultimately not worth building when you can just spend the turns needed to make them to get siege units and have your battleships escort them to land, provide unlimited artillery cover, and assist in bombardments. And I normally play n archipelligo because I enjoy the whole naval domination aspect of these games more
S-Man  [author] 13 Sep, 2019 @ 5:14am 
@AdmiralSlasher - you're right! I mislabeld the slide. It's actually the 5th Gen Fighter unit attacking - which uses the F22 model. The slide should say something like "Even the latest Fighters have problems against...."
AdmiralSlasher 12 Sep, 2019 @ 7:51pm 
picture 11 says its a wild weasel but thats an f22 raptor
The Red Prince of Moscow 21 Aug, 2019 @ 12:59pm 
Outstanding MOD
Silver Crescent 14 Mar, 2019 @ 6:10pm 
why not just allow battleships to upgrade into Railgun Battleships, it makes more sense than reducing them to cruisers first. I don't get why so many mods that add in new units don't just make a modern variant battleship when they add in a more advanced cruiser line, cruisers and battleships are completely different classes of ship and it would be physically impossible o convert one to the other without melting the entire ship down and starting over, and you could make a couple cruisers from a single battleship.
S-Man  [author] 13 Mar, 2019 @ 1:10pm 
@ZKP - it might take a while, I'm very busy at the moment, unfortunately. What two units did you have in mind?
Zevon 12 Mar, 2019 @ 3:03pm 
Can you make a standalone with just the two artillery units?
S-Man  [author] 8 Mar, 2019 @ 3:43pm 
@Tiger Shark - it should be. If you test it, please let me know how it works. Thanks
Burrito Mussolini 5 Mar, 2019 @ 11:53am 
Can this be played on multiplayer?
S-Man  [author] 17 Feb, 2019 @ 6:12am 
@Chan - sounds like some kind of mod conflict. What other mods do you have enabled?
chan100va 16 Feb, 2019 @ 3:13pm 
By the way great fun! Love Civ V, it's a work of art
chan100va 16 Feb, 2019 @ 3:12pm 
Plasma Missile in 4000 BC? Anyway that could be deleted?
Thanks
MosileZ 30 Jan, 2019 @ 5:11pm 
Alright
S-Man  [author] 29 Jan, 2019 @ 8:44am 
@Mosile - no, I changed the icon so it had a picture of the actual missile/bomb in it.

The original "Trump:TAOTD" mod showed the "after" effect - quite well, actually. The icon in this mod shows the "before..." 😀
MosileZ 28 Jan, 2019 @ 7:02pm 
Does the MOAB still use the picture I made for our Trump mod collab?
BoiledInPilk 12 Nov, 2018 @ 11:00am 
Thanks, you should throw in the links in the description. Anyways this is a wonderful, high quality mod. I never noticed some of the new sprites because the AI doesn't use aircraft (sams, instead they spam sams themselves sometimes) and lack of uranium. :steamhappy:
S-Man  [author] 12 Nov, 2018 @ 10:54am 
28 Communist Stab Wounds - you bring up a good point: this mod was never meant to be truly stand-alone with the regular game. The units themselves came from my Omnibus mod, which has several buildings that add/convert resources, primarily Oil, Uranium, and Aluminum.

I've been talking with another modder, ofmiciv5 on Civfanatics - one of the VP gurus, who has been working on a VP-compliant version of the mod. He added several "balancing" features in the process. I'll have to ask him if the resource dearth was one of those changes.
BoiledInPilk 12 Nov, 2018 @ 10:39am 
@S-Man I also find Uranium really rare. This mod does need a support mod (to add uranium buildings,) but a building that provides 1 uranium and could be built unlimited type of thing would be nice. On a large map there was like 10 uranium (great plains) and After conquering a bit more than a dozen cities my 3 city enemy had some.
S-Man  [author] 8 Nov, 2018 @ 5:57am 
@Modvane - If you just select the target with the mouse, RG armor unit will use the ranged attack by default.

To use the melee attack, the RG armor unit must be next to the unit it wants to attack. You then have to select the "Attack" button (CTRL-A) just above the unit panel in the lower left corner of the screen - the one that looks like crossed swords.

You would then see a red-arrow cursor that you place on the unit you want to attack, then press the left mouse button to complete the attack.
Modvane 7 Nov, 2018 @ 4:58pm 
how do i melee attack with the Railgun Armor
S-Man  [author] 11 Oct, 2018 @ 4:17am 
@ovith - strategic resources are used throughout the game as a means of limiting unit spam. For some reason, end-game units often escaped this design feature. This mod adds some sense of uniformity the normal game lacks.

The Submarine now requires Oil, and Nuke Subs require Uranium, but otherwise nothing has changed. They are still available to build if you don't have the other resources available. Since there's usually more Oil than Uranium, it only means it is easier to build subs than nuke subs.

What did Stalin say? "Quantity is in itself a form of quality..."
ovith 5 Oct, 2018 @ 1:21pm 
submarines get obsolete once the nuclear submarine is avaliable. and nuclear submarine requires uranium which is very rare. so submarines are more useful than nuc submarines ??
S-Man  [author] 24 Sep, 2018 @ 2:56am 
@Revan - glad it worked out.

Fighters can automatically "see" 6 tiles in any direction It's called the Air Recon Promotion. The Recon Jet has several Extra Visibilty promotions, to show how good it is at seeing things in its operating area. These promotions stack together (1 through 4) to give an extra 10 tiles to those basic 6 = 16 tiles.

The jet can also recon specific tiles out to the limit of its range of 25 tiles. They can even fly over "enemy" (non friendly) tiles to see what is going on. This makes these units very useful when preparing an invasion.

You'll see the difference between the normal Air Recon (16 tiles) and the recon mission, when you use the Air Sweep command with the unit, select a specific tile that has fog of war, then execute the mission. You'll see exactly what is happining in that tile (and its surrounding tiles) for that turn. You lose specific visibility the next turn, though, but the fog of war is lifted permanently.
Revan_Avernus 24 Sep, 2018 @ 12:37am 
Your advice worked nicely, the unit I was editing already had the "unitclassoverrides" so I just added one more line in there. No more moabs to everyone...

A question about a new unit - the Blackbird recon plane- I upgraded an older model recoinnassance plane in to one and after that, a big area became visible to me (it was "parked" in my border city next to AI civ) and I could see everything that was going on inside his borders, even I hadn´t used the air recon-command. I thought it was just because I had just upgraded the plane, but the visible area stayed like that even after I continued on to a next turn. So the question is, is the plane supposed to recon even when it is grounded and not doing the recon mission?
Thanks!
S-Man  [author] 20 Sep, 2018 @ 5:58am 
@Revan - it was intentional - when my son and I had our epic Diablo II sessions we signed on as S-man and S-son. Just became a habit after that. Great times, indeed!

Good luck on your updates. I'll be traveling on business the next few days, but will try to pop back to see if you have any questions. Enjoy!
Revan_Avernus 20 Sep, 2018 @ 4:34am 
Thank you for your speedy reply @S-man (that name had to be chosen intentionally, right?), I will try this when I get home!
S-Man  [author] 20 Sep, 2018 @ 4:23am 
Sorry about the formatting, but I can't seem to put the tabs/spacing in the code to make it look better.

Basically, if you edit the unit's XML file like this, it should add the override just fine. If worse comes to worst, you simply delete the mod's folder in the MODS folder, then re-enter the Mods section of the game to force a fresh download.

This is a very small, but not impossible chance these changes could cause a CTD, if a militant city state tries to gift a unit with a class default of 'NONE'. But I believe this is only (even remotely) possible if there is more than one unit assigned to the class, but the default unit is NONE.

If you avoid this, or if you're only changing existing units in the mod and not adding more units using the same class, it should be OK.
S-Man  [author] 20 Sep, 2018 @ 4:16am 
The syntax will vary, but in this example, we'll restrict the 'Strategic Bomber' to America:

<Civilization_UnitClassOverrides>
<Row>
<CivilizationType>CIVILIZATION_AMERICA</CivilizationType> <UnitClassType>UNITCLASS_SMAN_IEUP_STRATEGIC_BOMBER</UnitClassType>
<UnitType>UNIT_SMAN_IEUP_STRATEGIC_BOMBER</UnitType>
</Row>
</Civilization_UnitClassOverrides>

You'll need the "UnitClassType" from the <Class> entry in the <Units> block. You'll also need the <UnitType> from the <Type> in the <Units> block.

This block of code is how the game restricts a specific class of units to a specific civ - assuming the <DefaultUnit> in the <UnitClasses> is 'NONE'
S-Man  [author] 20 Sep, 2018 @ 4:07am 
@Revan - it's possible, but not 100% safe to restrict units using only XML.

First, you would need to find the unit's associated XML file. At the top, there is a <UnitClasses> block. The last line is called <DefaultUnit> You would need to change whatever "UNIT_xxx" value is there to "NONE" (with no quotes, just those 4 letters).

Next you would have to add an "override" for that unit, that allows only a certain civ to build it. You can put this block of code anywhere in the file, but I usually put it after the <Units> block ends - the line that looks like this: </Units>

Next...
Revan_Avernus 19 Sep, 2018 @ 11:00pm 
This is a looot of units, great!. Is there a way to make some of the units available only to certain civs? I found the XML-files inside unit folders, but I am not sure what to edit there.
S-Man  [author] 25 Aug, 2018 @ 6:32pm 
@Giorno - do you have BNW installed?
Helios79 25 Aug, 2018 @ 5:03pm 
Do i need to clear the cache or something?
Helios79 25 Aug, 2018 @ 4:59pm 
Like seriously how do i fix this?
Helios79 25 Aug, 2018 @ 4:56pm 
I downloaded this mod and some units dont appear in the production tab or the tech tree. how do i fix this?
S-Man  [author] 24 Aug, 2018 @ 1:49pm 
Thanks, @Iska! Truth be told, I really don't spend much (any) time worrying about negative opinions. I mostly make mods that interest me - changing to the game to something I'd actually like to play. If others like them, that's great too.

If not, then with tens of thousands of mods on the workshop, surely we can all find things to make the game more interesting and fun... ;)
Iska and Ismet 24 Aug, 2018 @ 11:39am 
Hey S-Man, your mods are incredible and you're a very talented modder. Don't let the entitled idiot prepubesecent shits on the workshop get you down.
Gekas 5 Jul, 2018 @ 2:43pm 
boi I uninstalled this so fast