Sid Meier's Civilization V

Sid Meier's Civilization V

Mechanized Infantry with Soldiers
48 Comments
Tidal Resonance  [author] Oct 21, 2023 @ 10:00am 
I added a new unit member and information on it for the troops or the modern soldiers to ArtDefine_UnitMemberCombat, ArtDefine_UnitMemberCombatWeapons, and ArtDefine_UnitMemberInfos. I also added the unit graphical model files for the soldiers to use. Every individual soldier and vehicle is a unit member.

Then I edited the Mechanized Infantry unit's formation and unit members in the
UnitFormations.xml and ArtDefine_UnitInfoMemberInfos to change the number of vehicles to two groups of one and add two groups of two "modern soldier" unit members. I tested out different orders and positions for the unit members in the formation and the unit seemed to look best with two different groups of one of vehicle and two different groups of two of the modern soldiers arranged in the order currently seen in the mod.
Hollow6724 Oct 20, 2023 @ 5:05pm 
Neat mod. I am curious, how did you combine troops and regular mechanized infantry?
AznMagicalGamer Oct 6, 2019 @ 11:59am 
The models for the Soldiers seem like a good idea for a new unit on its own - Modern Infantry, where its the soldiers alone (That and their unit portrait is a recoloured Paratrooper). Meanwhile the Mechanized Infantry can play a role as a Light Cavalry.
Mouch1810 Jun 13, 2016 @ 1:45pm 
If you want my recommendation, the soldiers should stay inside the vehicle until engaged in combat
LT.Aaron Jan 29, 2015 @ 8:12pm 
thank
s
Tidal Resonance  [author] Jan 29, 2015 @ 8:03pm 
This mod works with vanilla.
LT.Aaron Jan 27, 2015 @ 10:27pm 
can i run this on vanilla or do i specificaly have to have bnw or gk
Moss Jun 27, 2014 @ 10:36pm 
And just let me know if you have time to do some other stuff.
Moss Jun 27, 2014 @ 10:35pm 
k thanks again.
Tidal Resonance  [author] Jun 27, 2014 @ 6:32pm 
Game saves or files first created without the mod active won't display the unit.
Tidal Resonance  [author] Jun 27, 2014 @ 6:30pm 
I finished the Arctic Infantry mod. I ran several tests on it and everything seemed to be working fine. The mod does affect saved games though so it is necessary to start up a new file with the mod active to use the unit.
Moss Jun 25, 2014 @ 10:42pm 
Using the paratrooper model seems easier and I always thought of Arctic infantry as light soldiers anyway, and i cant wait till this is finished and I can try it out. Also I dont mean to swamp you, you probably have other stuff you want to do, but if you want I have plenty of ideas. Just if you have time.
Tidal Resonance  [author] Jun 25, 2014 @ 6:07pm 
The Arctic Infantry mod is getting closer to finished status. The core is in place, but several things need to be tweaked and tested. I am using the Paratrooper unit member type as the art model for the soldiers.
CaseyAnthony Jun 23, 2014 @ 4:23pm 
Thank you, Tidal. I wasn't sure, and I wanted to check before possibly breaking my game. Thank you for taking the time to answer my question.
Moss Jun 22, 2014 @ 5:45pm 
Good to hear, I can't wait till it's done.
Tidal Resonance  [author] Jun 22, 2014 @ 3:23pm 
Gary Der Preusse,

I am working on the Arctic Infantry mod and have made progress. I have some parts of the mod set up correctly, but probably about half or so remains. Resarching how to code a new unit in SQL is the primary issue.
Tidal Resonance  [author] Jun 22, 2014 @ 3:18pm 
CaseyAnthony, this mod is compatible, or at least mostly so, with the R.E.D. mod. I have tested running both mods simultaneously and did not encounter any problems. This mod does change the unit formation file so one mode could possibly overwrite some changes on the unit formations from the other (just the position and spacing of the units not the individual unit members), but I did not notice anything problematic in my last tests.
CaseyAnthony Jun 21, 2014 @ 10:52pm 
Does anybody know if this works with the R.E.D mod?
kadaju Jun 19, 2014 @ 7:28am 
best mode ! thank~!
Moss Jun 6, 2014 @ 10:12pm 
Thank you for considering my idea and good luck on making it.
Tidal Resonance  [author] Jun 6, 2014 @ 7:00pm 
I will look into that idea of making an Artic Infantry mod. Setting up the art assets would be easy since it would just require reconfiguring existing files from this mod a little bit. I actually made a mod that mixes the Paratroopers with Mechanized Infantry rather than forest camo soldiers. So the art is not a problem at all.

The main issue would involve modding in an entirely new unit into the game. I think I can probably make something like that, but I have not been active in Civ V modding recently and my existing mods are all essentially changing the art assets and formations on an existing unit. So it might take some time for me to investigate the details of what must be done. I can't promising anything for certain, but I will look into this idea.
Moss Jun 1, 2014 @ 10:23pm 
I don't know where else to put this, but I have a possible idea for a mod that might be right up your alley. Im thinking that someone could use the regular paratrooper skin alone and make a new unit called "Arctic Infantry" or some such thing. They could have a small bonus in tundra tiles and a larger one in snow tiles. I hope you give this a shot. I would do it myself, if only I knew how to mod. Still good job on the mod. I'm glad someone made the Mechanized Infantry look better.
Blackjack Feb 26, 2013 @ 2:26pm 
Oh, yes it does...It was a mistake I was doing while loading the mods. Excelent addition to the game Tidal
Tidal Resonance  [author] Feb 25, 2013 @ 11:22am 
The mod should work with vanilla. Today I saw the mod running on a computer with vanilla Civilization V installed. The mod seemed to be working fine on this person's computer so I think that it should work on vanilla.

On a side note: I have not run a complete animation test on vanilla to completely check compatibility (mainly possible crash issues), but it seems unlikely that there would be any crash issues right now.

Make sure that you have clicked on the check mark button on the mod screen so that it turns green before hitting next. Load save files or start up games after clicking on the check mark button and going through the mod screen.
Tidal Resonance  [author] Feb 25, 2013 @ 7:10am 
Greetings DoomGuy. You might need the expansion pack: "Gods and Kings" to run the mod. I am not sure as to whether the vanilla version has all the same patches and unit data. I run all tests for this mod on Civ 5 with Gods and Kings and make changes to it on the same set up.

I will investigate into this issue to see if I can discover anything else.
Blackjack Feb 24, 2013 @ 5:16pm 
Hi, I subscribed to this mod using civ V vanilla, and all I see is the same 3 vehicles with no soldiers. Do I need an additional DLC or what is going on?
Tidal Resonance  [author] Feb 8, 2013 @ 6:58pm 
Greetings, Jabberwockxeno. Ok, I will contact you on Monday about the weapons for the mod.
MajoraZ Feb 8, 2013 @ 4:06pm 
Just a heads up:

I can still work on the more modern weapon for the soliders to use, I got busy as of late and entirely forgot about it.

Send me a message over steam on monday about it.
MajoraZ Feb 8, 2013 @ 4:06pm 
Just a heads up:

I can still work on the more modern weapon for the soliders to use, I got busy as of late and entirely forgot about it.

Send me a message over steam on monday about it.
Tidal Resonance  [author] Dec 6, 2012 @ 5:31pm 
The problem has been resolved. This mod should function properly now.

The patch added a new value for unit members. I added the information into the mod and it now works when I run it on the game.
Sabertooth Nov 17, 2012 @ 12:57pm 
ever since the patch for windows 8 I lost the men .now all I get is the mevhanized car
can you help me with this to get them back? thankyou very much
Tidal Resonance  [author] Oct 3, 2012 @ 6:08pm 
Yes, this mod works with R.E.D.
Shemra Oct 2, 2012 @ 6:08pm 
will this mod work with R.E.M? sorry for the stupid question I'm kind of new in this
iamaplayer Aug 3, 2012 @ 1:09am 
This mod shares same Mod ID as your other mod: "Mechanized Infantry with soldiers, Resized". So only one of them shows up ingame.
Deus Vault Jul 30, 2012 @ 6:42pm 
i would recomend the XMB-8.
Tidal Resonance  [author] Jul 30, 2012 @ 4:50pm 
The soldiers are on the right and left of the vehicles.

Placing some infantry behind the vehicles is not too difficult, but placing them in front seems encounter certain obstacles.

The biggest problem is changing the very first unit member in the formation to a soldier. The first things to appear in the formation by default are the Mechanized Infantry vehicles. I reduced the number to one so that I could another one (under a different name) later in the formation. I tried using the <replace> tags, but it caused a problem with Mechanized Infantry unit changing after healing (the unit often would keep generating more vehicles than it should).

The other main issue is that spacing between unit members is uniform so all unit members are spaced equally far apart. Some unit members crowd more if they are larger, but the entire unit formation has one an x and y spacing values. This places certain restrictions on what formations can be implemented.
Tidal Resonance  [author] Jul 30, 2012 @ 4:00pm 
I changed the formation based on Mr. Johnson's advice. The two vehicles are now on the inside with the four infantry outside.

The formation has a stagger value of one. The horizontal distance between the unit members has been slightly decreased (only because one of the soldiers stands almost on the very edge of the hexagonal boundaries if the spacing is any larger).

The mod is still version 1.

The next update will probably include changes to the weapon (someone else is making the art for it). This will become version 2 of the mod.
Tidal Resonance  [author] Jul 30, 2012 @ 11:48am 
Thanks for the feedback. I am in contact with a CFC poster on changing the graphics on a weapon to something more appropriate. When he is finished with the art I will incorporate it into the mod and upload version 2 into this area and into the "Resized" variant of the mod (there have been some revisions so far but they are very minor).
Deus Vault Jul 29, 2012 @ 7:06pm 
i see the troopers are using an m14, could you "if possible" change the gun to a assault rifle instead on a battle rifle
Tidal Resonance  [author] Jul 24, 2012 @ 6:40am 
I will update the mod for the next version. There is a rescaled version of this mod, with somewhat smaller soldiers, that I made called "Mechanized Infantry with soldiers, Resized."

There seems to be an issue with one overwriting the other when one is subscribed to both of these size versions of the mod at the same time though.
Deus Vault Jul 23, 2012 @ 7:23pm 
nice and could you rescale the men too, and is the next version going to be an update or a new mod post?
Tidal Resonance  [author] Jul 22, 2012 @ 6:32pm 
I will definitely take your advice into consideration and look at the formation options. If I can get a formation along those lines I will change it to that in the next version (I will probably make a few other small or moderate changes for the next version).
Deus Vault Jul 21, 2012 @ 2:43pm 
could you fix there formation, the us army uses the respond formation, infantry on the out side in case of AT attcks they can respond effectivly. while vehicles on the inside, able to put out suppressive fire and providing cover for the infantry by the ifantry moving in to cover behind the vehicles them sevles or taking point in the nearest building, another is the
t formation infantry in a straight lin while vehicles behind them very effective in search and capture or kill. these are the common formations across the world. plus would add a little realism to the game.
Tidal Resonance  [author] Jul 13, 2012 @ 11:49am 
Agreed, Red Leader. I started considering making mod like this when I played Civilization IV because of the lack of soldiers.
Sicario Jkr Jul 12, 2012 @ 10:06am 
dude you have no idea how long ive hate the mech infantry bc it seemed like you were just getting another tank
Tidal Resonance  [author] Jul 11, 2012 @ 7:18pm 
The posters on Civilization Fanatics Center Forums were very helpful. I mainly knew how to edit XML files when I started, but eventually figured out how to make this mod.
Tidal Resonance  [author] Jul 11, 2012 @ 7:16pm 
For changing the art:

For the soldier art I changed the Paratrooper texture file Paratrooper_diff.dds to change it into a soldier with forest camouflage. In the FXSXML file I changed the Paratrooper_diff.dds to this new file (I called it modernsoldier_diff.dds). I left the rest set for Paratrooper animations.

I also used a program to edit the GR2 file so that it would direct the game software to modernsoldier_diff.dds.
Justsaiyan Jul 11, 2012 @ 6:55pm 
nice how do you do this?