Sid Meier's Civilization V

Sid Meier's Civilization V

Missile Cruisers + Indirect Fire
50 Comments
💖 Officer Hotpants 💖 29 Nov, 2018 @ 2:51pm 
I like this mod but I believe I understand why missile cruisers don't have indirect fire in vanilla. I think what they were going for was having missile cruisers carry guided missile for indirect & long range combat purposes. The problem with this, of course, is that the vanilla guided missiles suck more ass than a black hole full of donkeys. You'd be better off just throwing an equivalent amount of money away and then building/buying something else instead. For those who'd like prefer this method, however, there's a good mod called Stronger Guided Missiles that buffs guided missiles considerably to make them worth spending time/money buildling and maneuvering into place.

Or you can get both to allow missile cruisers to properly dominate the waves and shores like god & anime intended.
Silver Crescent 7 Oct, 2018 @ 1:50pm 
@Kaylador
US ships do NOT use 6" navel rifles any more. The Arliegh Burk class is a guided missle destroyer class. and the 5" navel rifle is not capable of inderect fire in the way a battleship's main battery could. They do not have the range or the punch to throw a round like that. The max they can hit with any accuracy is around the horizon line, 13 nautical miles or so. A battleship has 13 nautical miles as its ideal range with its maximum capaciy at around twenty or even higher.
Silver Crescent 7 Oct, 2018 @ 1:42pm 
Real world missile cruisers dont have bombardment capablilities like a battleship had. they have 5" navle riffles for their main guns, they lack the range to do what battleships do. Thats what the missiles are supposed to be for, however the missiles are to expensive, take to long to build and the battlehsip is more durable plus I dont mind the extra upkeep cost so I never use missile cruisers
pprtrl 9 Aug, 2015 @ 1:41am 
You would think the Missile Cruiser would have indirect fire, considering it uses missiles, and not cannons.
PASTATARIAN 6 May, 2015 @ 4:51pm 
so useful
Schnabeltiermann 1 Nov, 2014 @ 8:46am 
This is amazing, even game changing :)
rennya532 22 Sep, 2014 @ 7:29am 
Useful!
Razzletree 27 Jul, 2014 @ 5:49am 
thanks @Ptep
Kastoraccio 25 Jul, 2014 @ 4:54am 
Awesome!
Miath 24 Jul, 2014 @ 1:39pm 
Alternatively you could stuff missiles into them which is the inferred ranged attack...
Ebalosus 24 Jul, 2014 @ 6:20am 
This is definitely a case of "wait? This isn't already baked into the game?!" Thus, I'm glad you made this mod, otherwise I might well have never noticed (I mainly use battleships for support fire)
Bill Nye The Russian Spy 23 Jul, 2014 @ 7:18pm 
AWESOME!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
ConcededGore 23 Jul, 2014 @ 1:56pm 
2 thousand hours and you dont use criusers (my favourite unit)?!?
Maquabra 23 Jul, 2014 @ 4:04am 
Missile cruisers don't have this promotion? Damn, I've got over 2k hours in this game and I haven't noticed it. My games always end, one way or another, before these units enter the battlefield.
Lego Obi Wan 22 Jul, 2014 @ 11:56am 
lol missile cruisers op
cwooders 21 Jul, 2014 @ 9:13pm 
Cool!
Jenjen5XG  [author] 21 Jul, 2014 @ 12:13pm 
Yes, please refrain from advertising in the future.

@n.colburn: Details? If the Workshop is failing to unpack the mod, you can try the direct download and use a program like 7zip to manually extract it to a folder in your \MODS directory.
Ickleslimer 21 Jul, 2014 @ 6:23am 
@Midnight man, he doesn't even have CS:GO, and besides, you shouldn't be advertising on other people's mods :-)
Bridge 21 Jul, 2014 @ 3:42am 
wont download
Jenjen5XG  [author] 20 Jul, 2014 @ 10:59pm 
@*****: Try checking under the Other tab. I thought I remembered the Mods menu being there in Vanilla, I'm not sure about G&K, but that's all else I can think of.
Snowskeeper 20 Jul, 2014 @ 10:30pm 
Ah! Fair enough.
KinoBJade 20 Jul, 2014 @ 10:10pm 
Gods and kings. I have the Gegas Kan dlc and the one that comes with gods and kings
Jenjen5XG  [author] 20 Jul, 2014 @ 8:17pm 
@Snowskeeper: It's not my video, just a tutorial I used way back when I first started using mods :p As for the other idea, perhaps in another mod, if it's even possible-- one of the points of this mod is its simplicity. A necessity as well, I'm not really a coding wizard yet.
dedobbelaerefg 20 Jul, 2014 @ 8:05pm 
bonjour a tous
Snowskeeper 20 Jul, 2014 @ 7:45pm 
Also, you might want to include the video in the screenshot slideshow so that you don't have to keep linking it every few pages.
Snowskeeper 20 Jul, 2014 @ 7:45pm 
Would you consider making it so that you could fire over obstacles without an ally with LOS at a great damage penalty, so long as you've seen the tile the target is located on at least once?
Jenjen5XG  [author] 20 Jul, 2014 @ 6:39pm 
What version/expansions/DLC are you using?
KinoBJade 20 Jul, 2014 @ 5:58pm 
@Ptep: The thing is that I do not see that. In the video I see the mods tab but when I go into my game I do not see Mods
123 20 Jul, 2014 @ 4:36pm 
nice mod! 7/10
Jenjen5XG  [author] 20 Jul, 2014 @ 12:35pm 
Also, there's this tutorial video, which pretty much says the same things I have, but I know that sometimes a visual aid helps: https://www.youtube.com/watch?v=h_i1cHnDp7U
Jenjen5XG  [author] 20 Jul, 2014 @ 12:34pm 
*****: Sure thing: After starting Civ5, go into the Mods tab from the main menu and accept the EULA, which will take you to the actual mod installation menu. If you subscribed to a mod before starting the game, it should appear now, after a short delay, in the menu; alternatively you can use the Get Mods button at the bottom which will take you to the Workshop. When you subscribe to a mod, the game should install it automatically after a brief delay. When the mod you want appears and is finished installing, hit the blank checkmark button to the right of its description, so it turns green. Repeat that for all the mods you want enabled, then hit Next in the bottom right. It'll configure the game data, then take you to a menu where you can begin your modded game. You'll also have to load the game from this same menu in the future. If the Workshop fails to automatically install the mods you've subscribed to, it becomes a whole other can of worms, but hopefully that doesn't happen. :)
KinoBJade 20 Jul, 2014 @ 10:12am 
@Ptep: I have never used mods before. I have no clue how to make them work. Can you help me?
Jenjen5XG  [author] 19 Jul, 2014 @ 6:06pm 
@mattstorm: Like Razzletree was saying, make sure you go to the Mods menu and enable the mod, then hit the button in the bottom right, let it configure the data, THEN choose single player-- it won't work if you back out of the mods menu.

@Razzletree: Gotcha covered, deleted the extra comments. :)
Spikedriver 19 Jul, 2014 @ 5:37pm 
Kylandor, Arleigh Burke Class ships are Destroyers not Cruisers.
Razzletree 19 Jul, 2014 @ 5:35pm 
oops lag sorry guys
Razzletree 19 Jul, 2014 @ 5:34pm 
did you go to mods check it and then hit next
MTipp 19 Jul, 2014 @ 5:03pm 
Can someone please tell me how to install this mod i suscribed and opened the game and nothing happened
Kylandor 19 Jul, 2014 @ 4:21pm 
codyh0886 - Modern Missile Cruisers like the Arleigh Burke class use a sophisticated Fire-Control System which enables Indirect-Fire independantly of the missiles in real life. Though the missiles are much more accurate and powerful, the 5 and 6 inch guns used by most US Modern Cruisers and destroyers are independantly capable of rapid indirect fire. This mod is realisitic.
Maloi 2.0 19 Jul, 2014 @ 2:18pm 
ниче не понимаю :-)
Kouga 19 Jul, 2014 @ 2:04pm 
rip submarines, this mod would be the final blow to subs - for those that download it. :b
MiniHammMN 19 Jul, 2014 @ 10:53am 
the so called "small caliber" guns he's referring to are 5 inch guns but they're high velocity guns which shoot at a lower angle so if the animation uses the guns it makes sense but the game gives you cruise missiles which are the indirect fire even though you have to build them seperately
scottkbeers 19 Jul, 2014 @ 9:03am 
Everybody missn @Sturm answereing his own question,(THE MISSLES IT CAN CARRY ESSENTIALY HAVE IT) And on top of that guess what... Its a.... (MISSLE CRUISER) So WTF would or should it NOT have indirect fire lol!!!
Adeptguy 19 Jul, 2014 @ 3:43am 
@Sturm Yeah I was a few seconds away from downloading this mod, untill I read your comment. It sure makes sense how you describe it.
Jenjen5XG  [author] 19 Jul, 2014 @ 12:45am 
Direct download link is here! Also, a quick thank you to everyone for your feedback and constructive criticism.
TwilightDragon 19 Jul, 2014 @ 12:17am 
My guess as to why it does not have the promotion is that it "doesn't make real-world sense". Battleships typically fire their shells in an arc at long ranges, in standard artillery fashion, while the missile cruiser uses a smaller caliber deck gun. Also like Sturm said, it's probably to make sure battleships (and destroyers) have uses late game. Besides, with it's high movement, missile space, high power, aircraft interception and sub detection it is already a powerful unit.
craigmon 17 Jul, 2014 @ 10:22am 
Here here! I too findi t ludricris that they lack this promotion in the base game! As for the missiles, unless they're nukes I find them to be an utter waste of effort. Some should increase the power of cruise missiles so that they can be a viable option.
Sturmgewehrz 15 Jul, 2014 @ 1:21pm 
The reason why they don't have indirect fire is because the missiles it can carry essentialy have it. It also makes battleships still viable to use late game. It's kind of like how the missile cruiser can detect subs, but it is unable to melee, so it can't take cities like a destroyer can so destroyers still have a use late game.
Jenjen5XG  [author] 15 Jul, 2014 @ 12:00pm 
Unfortunately no, since UU free promotions are coded separately from the unit they replace. I don't know of any Missile Cruiser replacements in popular mods, but if there are any, I had intended to add them into the code.
Magnumhammer 15 Jul, 2014 @ 10:07am 
This makes too much sense. Will try it out. Does it give the promotion to any uu that replaces the missile cruiser?