Sid Meier's Civilization V

Sid Meier's Civilization V

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Scout's Progress
   
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标签: Units
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8.337 KB
2013 年 7 月 14 日 上午 2:31
2014 年 1 月 15 日 上午 11:11
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Scout's Progress

描述
This mod transforms Scouts into a viable support unit, vastly enhancing survivability and utility, especially during the late-game.

Features:
- 3 new Scout-Units (Explorer, Ranger, Special Forces)
- Some new Promotions for scouts
- The Big Muscles Promotion (Improving defense so that scouts ought to be roughly equivalent in power to contemporary units when attacked only)
- Higher promotions enable specialization on terrain, changing the way a scout can be deployed (ever wanted to cross mountains while exploring?)
- All scouts can detect invisibility, higher versions have mastered the art of invisibility for themselves.

Concept:
The basic problem I wanted to fix was the scout's lacking survivability as the ages progress. Every common barbarian could simply slaughter them, something that's especially a problem with the 'raging Barbarians' option enabled. Furthermore, they have absolutely no place in interfaction warfare (they drop dead when some Infantry but coughs). Thus I upgraded them, adding fairly insane defensive abilities and - in later versions - a ranged attack (not a good one, mind, but a reasonable one for being annoying). Finally, improved movement and sight allow them to give you a better look at your battlefield, stealth (and certain specialized terrain mastery promotions) make it easier to slip behind enemy lines and sabotage his infrastructure.

This way the scout can handle being your eyes and refrain from being an easy victim in war.

Version:
Current Version: 5
Release: 15th January, 2014
Content: Bugfix, Shoshone starting unit fix
For a full list of changes, see the change log thread.

Compatibility:
Vanilla: Works, but Survivalism Promotion Tooltip is wrong (Overall effect of the promotion is still alright). Thanks @gvbr96 for verifying this.
Gods and Kings: Tested and works
Brave new World: Tested and works

Other info:
For those who want the unbalanced version back (as was occasionally requested), there is another mod released now, that modifies Scout's Progress to bring all units back to their height of power. Not balanced, no, but if that's what you want, find it amongst my other published works.
热门讨论 查看全部(4)
3
2014 年 3 月 11 日 下午 10:38
[BugReport] Sniper Promotion Broken / Odd Promotion Behaviour
Bosparan
3
2014 年 2 月 1 日 下午 12:05
[Discussion] Another vision for the Scout-Class-Progression
jackischaos
0
2014 年 1 月 2 日 下午 5:59
[Info] Patchnotes for Players
Bosparan
124 条留言
Sternentier 4 月 16 日 下午 4:35 
Update: I got it working again, and I must say, this is a great mod. My only possible complaints are that rangers seem to be unlocked a little bit too late, and explorers are extremely OP when you upgrade them early via a tribal village.
Sternentier 4 月 14 日 上午 1:04 
Damn, the mod stopped working right when I was about to heavily involve recon units in my army. I don't know what other mod might be conflicting with it, Perhaps one that tweaks tech trees? I'll do some testing. Great mod, by the way. Recon units are underutilized by the bulk of the civ fanbase, even in civ 6 where they can be upgraded to be viable weapons.
OpenWorldAddict 2019 年 10 月 17 日 上午 4:46 
Does this mod give scouts experience towards gaining promotions for doing what they are naturally designed to do, exploring?
CMDR Emotions 2016 年 7 月 14 日 下午 4:32 
Yeah, there is a bug with the "I See Dead People" promotion that Special Forces units. They seem to cause culture borders to not provide visiblity or for workers to lose thier sight and become invisible. As we will have to wait for the dev to fix this we will have to avoid useing any units that have this ability as it doesnt seem to work as intended.
jpbrice 2016 年 2 月 7 日 下午 2:04 
My Special forces unit is blind of adjacent tiles. what they can see is random and they disappear from my view as well? whats up?
bot patrol 2015 年 11 月 23 日 下午 8:44 
does this work for multiplayer xxxx
Wowen Wilson 2015 年 9 月 12 日 上午 8:03 
I'm using this mod with lower xp need for level up and Expanded Promotions, and for some reason, after i choose a especialization to the scout, it stops winning xp after combat
Any ideas why?
OREO 2015 年 5 月 20 日 下午 10:01 
Mod Request: Adds a building to the game. THE SCOUTING SHACK
Available after Pottery

GRANTS SURVIVALISM 1 & 2 to scouts trained in this city.

Cost 100 Hammers

Info: Double the production cost of Barracks. Hard to build early game makes it a tough decision but if a player opts for The Scouting Shack it will pay it’s reward especially after a regular Barracks is constructed.
igor140 2015 年 3 月 6 日 下午 6:44 
ok! update! i think i've figured out enough of this moddery to make the changes i would like. i intend to do this using your mod as a base. would it be alright if i publish it to the workshop (never done that before... it may not ever happen)?

i would, of course, give you full credit for the core of the idea. if you would rather i not do so, i will just keep it to myself.

either way, thanks for making such a great mod!
igor140 2015 年 3 月 6 日 下午 2:56 
hello! i'm REALLY liking the idea behind this mod, but i'm having some balancing issues. typically, i would fix this kind of stuff to my own liking, but i'm new to modding civ5, and i haven't yet figured out how.

specifically, i have noticed that out of the box, the scout is about 20% STRONGER than a warrior. imo, it should be at least 30% weaker. likewise, it seems from the description that lategame SF units are far more powerful when defending. again, i am of the opinion that such a unit should be offensive, not defensive.

it seems that the culprit is Big Muscles. i realize this goes against your design concept, so i won't ask you to change yours, but if you could point me in the direction of how to mod units, i would appreciate it. thank you!