Sid Meier's Civilization V

Sid Meier's Civilization V

Ranged Infantry Mod
45 Comments
W0X 1 May @ 11:45pm 
I have a Cool Idea About The Option of Attack Range or Attack Close
Example:

France(Musketeer) Attack Range > MusketRifle
Attack Close > Rapier(Swordsman Animation Combat)

Washington(Milicer) Attack Range > MusketRifle
Attack Close > Bayonett(Lance Animation Combat)

It Would be Amazing Mod
HopeFlamingo 12 Mar, 2016 @ 5:08am 
can they do mele aswell?
Like 20 Wizards 22 Nov, 2015 @ 11:07am 
+☭Socialist Core™ Read the description; "*UPDATE* I know you all are wondering "How Am I Supposed To Capture Cities With All My Infantry Being Ranged??" Well (after a few people complaining) I took the time and added new, Faster, Better, Stronger units that are not ranged. So now you can actually capture cities but enjoy Ranged Infantry. Pictures of these new units are above ( They all end with the word Commando)"
Social ☂ 7 Sep, 2015 @ 11:25am 
Umm what's with the Commando units?
CodeInInk  [author] 18 Aug, 2015 @ 7:55am 
Hi, sorry for the late reply. Both of those suggestions would be hard to add, but nevertheless, I will look into them.

Please realize that working on this mod is currently a lower priority of mine, and I may not be able to add either of these.

But.. we will see, I just might be able to do it.
iamfunnybot 14 Aug, 2015 @ 11:07pm 
Great mod! Is there a way to edit this mod so the commando units are effected by the ethnic units mod?
Scrotum Scratcher 14 Aug, 2015 @ 2:13pm 
an option to choose if you want to engage ranged or melee would be cool
CodeInInk  [author] 14 Aug, 2015 @ 8:09am 
I'm glad you like it. :D I stopped making Mods awhile back, but if you have any suggestions, just let me know and I might get around to adding it.
Scrotum Scratcher 12 Aug, 2015 @ 4:14pm 
sounds, epic. i always thought why there wasnt modern ranged unit for a while when u get musketmen/riflemen.
Nkrumah 4 Feb, 2015 @ 5:20pm 
Bayonets
Drops Mic
Armgoth 30 Jan, 2015 @ 7:53am 
I have reset it a number of times. it doesnt fix it
Armgoth 30 Jan, 2015 @ 7:51am 
works great except it stops working on and off any suggestions?
Xentren 26 Jan, 2015 @ 4:21pm 
take away the ranged for the musketman, you discredit how inaccurate the guns were.
SPAAAAAAAAAAAACE 25 Jan, 2015 @ 8:59pm 
@Talibanen Masoud, isn't it exactly what original was?
Gothic Hell Boy 25 Jan, 2015 @ 6:07am 
You should make so that when you use the ranged attack with infantry the enemy fire back.
kris220b 18 Dec, 2014 @ 1:09am 
you think you could fix the mechenized Infantry
there is a turret on that APC yet it will just rush into melee
CodeInInk  [author] 5 Dec, 2014 @ 2:14pm 
Thank you for letting me know, i'll try to figure out what the problem is.
Sifter 5 Dec, 2014 @ 2:12pm 
odd*
Sifter 5 Dec, 2014 @ 2:12pm 
Dragon, i have both GnK and BnW. It doesn't work for some off reason, might have to make a few changes.
CodeInInk  [author] 1 Dec, 2014 @ 6:08pm 
It may require using GnK and/or BnW.
Whopo Gestapo 1 Dec, 2014 @ 5:42pm 
I just tried it with all other mods disabled and it still doesn't work. Does it require any of the DLC?
CodeInInk  [author] 30 Nov, 2014 @ 11:27am 
I tested and the Commandos will show up with both downloads. You might be using a mod that is incompatitable with this one. Mabey one that alters the tech tree?
CodeInInk  [author] 30 Nov, 2014 @ 9:26am 
Both downloads should give you Commandos, but I will go head and make sure.
Whopo Gestapo 30 Nov, 2014 @ 2:27am 
Are the Commando's in the direct download link only? They don't show up when i download the mod from Steam. I reintalled the mod too and still it's only regular Infantry.
Deph Pyro 28 Nov, 2014 @ 1:25pm 
Public IGE support!
leonard7137 26 Nov, 2014 @ 9:28am 
I have enjoyed using your gunpowder mod with the industrial > eras. Have you given any thought to doing the same for tanks. Tanks, after all, are armored mobil artilary and should have some range advantage also. Thanks.
76561198090809808 18 Nov, 2014 @ 4:34am 
infantry keep close coombat, remain their ancester's character
Skoda 7 Nov, 2014 @ 8:46pm 
I've found a bug there's a chance that the starting barbs are infantry and not brutes
כיפא 4 Nov, 2014 @ 1:44pm 
This mod is brilliant! Thank you for all your hard work.
Hemdall CoFH 1 Nov, 2014 @ 12:39pm 
Historically, musket formations weren't used as a ranged unit, they were instead the baseline of the army. After a few rounds of fire were exchanged, they would go in with bayonets. Later units like the infantry I could picture being ranged.

Thinking about it logically and gameplay wise though, the difference in range from an archer and a warrior is the same as an infantry and artillery. The ranged unit realistically can far outrange the melee unit, and when melee units attack they can get damaged (imagine return fire for infantry).

Still a nifty mod.
CodeInInk  [author] 1 Nov, 2014 @ 10:31am 
Thank you, by the way, do you think the new units are balanced? Or do they need to be nerfed?
Wilk 1 Nov, 2014 @ 10:02am 
one of my favorite civ mods i love it thank you so much
Joseph 1 Nov, 2014 @ 9:17am 
really still the same ur still rushing to the front lines and cant sit back a hex or 2 and shoot them
CodeInInk  [author] 31 Oct, 2014 @ 12:50pm 
The Zulu Impi ( If that's what it is called ) does this, I'll consider adding it.
no_offline_games_anymore 31 Oct, 2014 @ 12:05pm 
I'd like to give this a try. Have you considered giving these units the promotion that allows them to make a ranged attack before a melee attack? I think it is called First Strike?
Hans Moleman 31 Oct, 2014 @ 10:26am 
I see the gunpower units only being able to 'melee' attack as closer to the way those units fight in a 'combined arms' type of warfare. Infantry are usually combined with machine guns, artillery, tanks and, planes which provide ranged support, while the infantry units are used to get in close and kill or capture the enemy.

If there was a way to allow gunpowder infantry untis to only use ranged attacks until the health of the defending unit has gotten so low that they would be defeated by a 'melee' attack. This means infantry could still capture cities without needing two types on the map but I don't think that would be possible really.

Anyway, I'll still give this mod a try!
CodeInInk  [author] 31 Oct, 2014 @ 8:18am 
If I make the Gunpowder Units have both ranged attacks and melee, the AI will only use the Ranged attacks.

I built it for BNW, you could try the direct download and see if it works. ( I really don't know if it will or not )

This mod will only change the Infantry units, and will not effect Cavalry / tank / etc..
Kjell Kritik 31 Oct, 2014 @ 4:32am 
Does this require BNW? I only have G&K and I'm on my Mac now so I can't try it.

Great mod idea btw, the no-range gunpowder units always bothered me too. Also, does this mod change the cavalry/tank/modern armor/IFV as well?
Mr Raccoon 31 Oct, 2014 @ 12:58am 
Why not have the gunpowder units able to have a melee and ranged attack?
CodeInInk  [author] 30 Oct, 2014 @ 12:03pm 
Good idea, I will get right on to adding those units. ( I have no idea whatsoever on how to make new unit skins, so the new units are going to look like existing ones )
Blackjack 30 Oct, 2014 @ 12:00pm 
Hm, getting rid of what this mod does really doesn't help it, so I'd go with #2
A long move distance and penalty while defending, or a buff while attacking could be some potental stats
CodeInInk  [author] 30 Oct, 2014 @ 11:52am 
I have two options that I could do to fix that.

I could get rid of the promotion I gave all my Gunpowder Infantry that gets rid of thier ability to melee attack.

Or I could add a new group of melee units in the game starting in the renaisance era ( Mabey like a Commando or something)

(By the way, you could also use mounted units but I know that not every empire has access to them horses)
Blackjack 30 Oct, 2014 @ 11:50am 
This breaks the game, as you can't take cities with only ranged units.
Swetcan 30 Oct, 2014 @ 11:46am 
how are you supposed to take cities with only ranged units