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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.
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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.
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.
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.
I will investigate into this issue to see if I can discover anything else.
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.
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.
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.
can you help me with this to get them back? thankyou very much
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.
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.
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.
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.
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.