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- Add M1 Abrams
- Add T-90
- Change T-34: make the skin lighter
https://forums.civfanatics.com/resources/categories/civ5-modern-era-units.134/?page=7
Toward the bottom of the screen, you'll see the "Unit Packs" he built. Almost everything in this forum so far is to be found there - somewhere. The question is how big is this mod going to grow. To get a better look, it's best to left click on the small/icon picture, then right click on the pictures and save to your computer. You can then zoom in closer and actually admire some of the fantastic work Danrell did.
It was originally envisioned Unique Units as a companion mod to the scenarios, but the last few iterations of the first scenario (still undergoing testing) no longer requires Unique Units - they' included in the scenario mod to cut down on loaded mod size.
Soooo.... If the main reason for the UU mod doesn't exist, I'm not sure how much of the "Ethnic Diversity" mod I'm willing to overlap. One reason to keep expanding this one, is that most of the ED mods contain a huge army of ancient - renaissance units, which the WAW family of mods really doesn't care about. A waste of memory, which you probably know Civ V hates...
A long way of saying that I'm not 100% sure where this mod fits into the WAW universe, but I'll continue to add civ-specific units that expand the WW2 and later Eras. But perhaps at a bit lower priority.
Also - keep in mind - these new units really should "replace" an existing unit in the WAW mod. If there's not a good fit for the unit, it's not always easy/right to add the new unit.
I did make an exception to the Germans, adding a "really heavy tank" (Tiger 2) because it really added to the historical realism of the mod - the Tiger 2 was formidable, and Shermans quivered in its shadow. But it came very late in the war and in too few numbers to change the outcome. But it did make the last 6 months very, very interesting for Germany's opponents.
So, an even longer way of saying.... 😆 Keep up the suggestions - in a couple of weeks I hope to come back to this mod (sooner if there are any critical fixes) and add whatever units make sense.
If you're recommending a unit - it will help me a lot if you can also recommend what unit it replaces, and any other particulars (i.e. different/new promotions, etc) the new unit should have. Really helps me a lot!
Here's an initial suggestion - on how units upgrade throughout the tech tree:
Scout -> Horseman -> Knight -> Lancer -> Cavalry -> Armored Car -> Tender ->
Halftrack -> Helicopter Gunship -> Attack Helicopter -> CAS Helicopter -> Vertol ->
Hovertank -> Biodrone Swarm
Or perhaps have the Scout unit skip a few of the earlier horse units. But he must at least upgrade to the Cavalry unit (eventually) as these are his primary combat roles: Mobility & Recon
EDIT: Of course, they comments apply to the base World at War mod!
Meanwhile, as for the case of China, particularly from the final days of the Qing Dynasty, then to the days of the Xinhai Revolution which ushered the Republican period of Chinese history and then to the present, there are some unique units and buildings China has to offer but I'm afraid they would be confined to respective leaders.
Here are some of China's unique units and buildings belonging to respective leaders:
Industrial Era:
New Army Infantry (Rifleman), Hai Chi-class cruiser (Cruiser) (requires Enlightenment Era mod); Exclusive to Cixi (Qing).
Atomic Era:
NRA Infantry (Infantry), Type 58 (Chinese designation of T-34) (Tank), Yak-3 Fighter (Fighter); Exclusive to Chiang-Kai Shek (JFD is supposed to make the Nationalist China civ but failed after it took too long).
Information Era:
Type 96 (uses T-72 model by Snafusmith) (Main Battle Tank), Type 86 IFV (uses BMP-2 Green model by Snafusmith) (Mechanized Infantry), J-16 Jet Fighter (uses Su-27 model also by Snafusmith) (Jet Fighter), Z-10 (uses Eurocopter Tiger model by Snafusmith) (Attack Helicopter), Special Economic Zone (Factory); Exclusive to Deng Xiaoping (Our World group led by SuperWaffle247 is due to make this civ but failed after I learned last December 2016 that they were deserted from Civ V, thus, the Our World group ceased to exist. Uighur_Caesar also failed to make a Deng Xiaoping civ as well).
I also may add a couple of Cold War Era units in that next version, but the majority of that Era's units will be added when I eventually get more progress on the Cold War Era scenario. But that's more than a few weeks away...
Japan
- Takao-class (Cruiser)
- Kagero-class (Destroyer)
- B1-class (Fleet Submarine)
USA
- Fletcher-class (Destroyer)
- Baltimore-class (Cruiser)
- South Dakota-class (Battleship)
- Iowa-class (Heavy Battleship)
- Pennsylvannia-class (Dreadnought)
Germany
- Scharnhorst-class (Battleship); reclassify Bismark as Heavy Battleship?
- Leipzig-class (Light Cruiser)
- Deutschland-class (Cruiser)
UK
- Admiral-class (Heavy Battleship)
- Dido-class (Cruiser)
- Triba-class (Destroyer)
- Queen Elizabeth-class (Dreadnought)
- U-Class (Submarine)
- T-Class (Cruiser Submarine)
Russia
- Sovetsky Soyuz-class (Battleship)
- Gangut-class (Dreadnought)
- Kirov-class (Cruiser)
- Gnevny-class (Destroyer)
Also, I would like to question why some of the Mk2 fighters use models of historically more advanced fighters than the Mk1 (i.e. Russia and England). The Spitfire was the successor of the Hurricane, not the other way around; and the IL-2 was an attacker, not a fighter. Do you think it is possible to change the IL-2 to something like the La-7 to reflect this?
I am a little confused about your reference to Ethnic Units: is this meant to be used alongside ED (reliance on ED to fill in certain unique unit models)?
Both fighters developed continually during the war, so since the Spits were selected for WAW Mk I, it seemed only fair to select the Hurricane (MK II, as noted in the mod) as the WAW Mk II fighter type. It was a judgement call.
The main WAW mod structures units into certain combat roles, based on where they appear in their respective Eras. The entire unit design is centered around that framework. So, if I'm adding units to any WAW mod, it has to fit into this design somehow (early - main - late Era).
For example, in WW2 a civ will have a "fighter" type aircraft. Early in the Era, it might be one type, later in the Era it might be a different one. Very late into the Era, there might be a 3rd type of aircraft. The same is true for all combat systems: infantry, armor, artillery, anti-air, bombers, etc. Not every system will be represented 3 times during the Era, if there isn't a strong historical parallel.
In this mod, I'm not trying to recreate the entire Air Order of Battle for any the UK, or any other civ. Other mods do things like that, but personally I think they're an extreme version of overkill, that adds a lot of overlapping units/capabilities that actually take fun away from a mod.
I know the IL-2 was considered a "flying tank" and for pretty good reasons. But, at the time, I was looking again for that "iconic" quality. That's why it was chosen. If you only get 2 airframes to represent all your fighters during WW2, which 2 do you think most players would expect?
I'm designing more for fun than historical accuracy. There's not a really good reason to add 10 fighters (even if the models are available), if - in game terms - there's a 1 or 2 point difference in combat strength. A few history nuts (like myself) might enjoy that, but most players would be looking at a City View UI with dozens of units to pick from and almost all of them are the same. Where's the fun in that?
The entire purpose of this mod (Unique Units) was to add units for the scenarios. Unfortunately, since the scenarios grew way too large to work with this and the main WAW mods, I decided to streamline the scenarios, placing all the civ-specific units there. It helped the WW1 scenario trim down to about 25 MB, instead of over 100 MB in the earlier versions. It's why the scenarios are all self-contained, not needing any other mods to play.
I plan to add more units to this mod - pulling them from the scenarios when they're done. The Japanese units will have to wait a bit, as the first WW2 scenario is centered in Europe. I don't like the whole-world map versions - as almost everything interesting is happening in about 1% of the tiles of the map, it seems like you just lose too much of the immersive quality of the game with such coarse granularity.
I was talking about Ethnic Units to point out there was another mod out there that provides gobs and gobs of units - if you want to approach the game that way. I don't think this mod would play very well with them, as many of the units overlap. Not to mention that WAW changes many values, prereq techs, costs, promotions, etc. There would be a rather large disconnect between units provided by either mod - in a way I'd consider game breaking for most players.
It's one of the reasons WAW is structured the way it is - to provide a cohesive playing experience. Diluting this with a lot of other mods actually hurts this unity, and cheapens the overall effect. I'm seeing this a lot on the Vox Populi version of the mod that's undergoing testing now. You change the main WAW mod so much to conform to VP, it loses much of the reason for having it in the first place.
Nothing wrong with VP, and if you're interested in Scientific or Cultural victories, that's a great mod to play. WAW was intended to be apologetically Domination victory only, and adjust game content to support that goal.
The new Russian/Soviet units in the next version of UU will be:
1. Bomber - Tb3
2. FIghter 1.5 - Pe2
3. Heavy Bomber - Pe8
4. Light Bomber - Tu2
5. Light Tank - T26
6. Rocket Launcher - BM13
7. Tank Destroyer - SU-100
The new Fighter 1.5 is a semi-new category allowing ground attack aircraft like the JU-87 Stuka. A few similar aircraft will be added for other civs as well (USA = P47, UK=Typhoon, Germany = Stuka. Spain may also get a Stuka).