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Glad you like the mod. Unfortunately, unit modeling is not in my skillset (thus, I only use units others have made), so I will not be able to rescale the models.
I considered but rejected that idea, as mercenaries in the modern world take a back seat to national troops so I didn't think it was necessary to have a modern unique military mercenary unit.
@Flying Faggot
All I can say is try reinstalling the mod, as I don't know why a texture would be missing. I have limited troubleshooting capabilities, and if I can't replicate an error someone else is having on my own machine than I am unable to fix it.
I quite like the fact that it ends at infantry with the "Foreign Fighters" promotion, it represents PMC's quite well.
Glad you like it. I was fortunate to find someone to reskin the model and do an icon for me, as my strengths are more on the coding side of things and not the art side, but art really does make a mod more polished.
This should be save compatible. If it's not for you, let me know.
Yeah, I can see why you would want to have both landsknecht and gunpowder units for historical flavor, but things had to be simplified for the game. You can't have the landsknecht upgrade into the swiss guard without obsoleting it and I didn't want the guard to come later than gunpowder.
One thing I dont like is, that Landsknecht becomes obslet with gunpowder research. I would like to be able to buy Landsknecht after I resarched gunpowder. With this mod its not able to play like the real life 30 years war, cause you cant buy landsknecht anymore once you can buy swiss guard ....
I like the Foreign Legion upgrade to Infantry anyway, its a good deal. And the Foreign Legion as unit which is weak in the own lands and as good as other infantry in offensiv is a good deal too.
Thanks! I really wanted to buff this unit mainly because I rely on mercenary armies (Until the atomic age) to defend my nation.
The reason the foreign legion is not buffed is because I did not want it to supercede the non-mercenary units. Further, modern militaries rely far less on mercenaries than militaries in the past, which is one of the reasons why I added no more mercenaries after the foreign legion. If you want to buff the units for your own personal use, you could always edit the appropriate XML file (which can be edited by any text editor). In the file "Units" in the XML folder of the mod, simply add the line "<Combat>48</Combat>" underneath the line "<Class>UNITCLASS_FOREIGNLEGION</Class>".
Thanks! And you're welcome. :)
I currently have no plans to add another, later unit. To do so, I'd have to find a good 3d model, a good 2d artist, and balance the unit, and quite frankly I just don't feel like doing all that right now (my limited modding time is currently being consumed by another project). I may at some future date come back and expand this mod, but don't hold your breath. :)
Thank you for some resaon i could not find it anywhere.
I think there is a mod that somewhat does this, but I can't remember the name right now. To replace all of the units with realistic, civ-specific uniforms would be quite a task for someone who does textures or modeling.
@Flaming Pancakes!!!!!!!
To make a policy a prerequisite to building a unit, you use the <PolicyType> tag when defining the unit in the xml file. For example, the line in my units.xml file that does this is "<PolicyType>POLICY_TRADE_UNIONS</PolicyType>".
Question on modding since this is like something i want to do. I've looked but can't find it. How do i make it so you need a policy like mercenary army to build a unit?
It means that when your swiss guard unit is in your territory it gets a combat bonus (whether attacking or defending), and when it is adjacent to your capital it gets a combat bonus when attacked. I believe the bonuses are +20% combat in territory, an additional +100% defense next to your capital, but that might be slightly off.
A unit that can go toe-to-toe with Marines/Paratroopers/Infantry.
Something looking like the guerilla from Civ III should do.
I actually haven't tried this mod with that one yet, even though I have used both separately before. I wouldn't think there would be a conflict, but I'd have to test that out to be sure.
Feel free to post your idea. Just be forewarned that I do like to regularly read people's suggestions for mods posted different places and I've been uninterested in probably 95% of the ideas, so don't be disappointed if I don't make it. I really have to be interested in an idea to make it into a mod, as it takes time to make mods and I therefor won't make one unless I really want to play it.
@Octave Crymée
Glad to hear you like it. The unit model is great; I was really fortunate people created such good art that I could use (including the reskin and icon that were produced on request).
Unlike some other commenters here, I actually like the fact the mercenary army comes after the technology that unlock the classic version. As a reminder, the lanskenet is weaker than the spikeman (sorry for my English, French player here). I'd rather have a late but equally powerful mercenary than a cheap early unit that will just be inhibiting cannon folder on my front line.
As a summary, thank you a lot for this mod !
Oh, that actually makes a lot of sense XD. Great job with this mod man! I was wondering if you'd be open to making a new mod? (a idea of mine) i'm not sure if it'll be easy or not, but it doesn't need any new arts or anything.
I'm probably going to leave it as is. The reason I set them where I did was because I didn't want the mercenaries to overshadow the generic troops and make them obsolete. The Swiss Guard and Foreign Legion are better than the Musketman and Rifleman, respectively, so I don't want them to be directly competing.
@SWETCAN
Glad you like it.
Can you change it a bit so that the swiss guard come out as gunpowder is researched and Foreign Legion at Rifling?
Ah,I see,thank you for clearing that up for me.
The reason is that BNW has more options, which gives modders greater creative freedom. Further, it is assumed that everyone who plays Civ5 will eventually have BNW, so most modders (myself included) don't want to go through the extra work required to make two versions of the same mod. This mod in particular would not work as a G&K mod, since it is expanding a social policy that only exists in BNW.
Still,cool mod though,haven't gotten the chance to use it yet sadly.
If I ever do make a PMC unit I will give it a different attribute from the Swiss Guard.
@Bladex1200
That's odd that you can't upgrade the units. It works perfectly fine for me, so I don't know how to advise a fix. Maybe there is some interference between my mod and the Communitas mod that is causing the problem. I do not use that mod, so I'm unsure as to the extent that it changes things.