unit

  1. sman1975

    Exotic Unit Pack - Mod Collaboration Thread

    Hello, This thread is being used to add comments, suggestions, report errors, etc., with the Exotic Units Mod located at: Civfanatics: https://forums.civfanatics.com/resources/exotic-units-pack-beta.26587/ Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=1259586334 I've received...
  2. Infixo

    Enhanced Naval Warfare for Vox Populi 1.6

    Mod homepage on CivFanatics New naval units in late-game eras so in each one there's a complete set of specific units (no gaps): Dreadnought - Modern Era, naval ranged. Boat Destroyer - Modern Era, naval melee. Attack Submarine - Atomic Era, submarines. Missile Destroyer - Information Era...
  3. Daenvil

    Making a unit ignore borders

    Edit: I solved it, it was a silly mistake in the code. I am new to modding and I'm stuck in this. It should be easy, I just want my unique unit (which replaces the settler) to be able to enter any territory, just like missionaries do. I tried to copy the code in the game files and after several...
  4. Eric Guimarães

    Scurvy

    Do you remember the "Conquest of the New World" scenario in civ 5? There was a thing in this scenario that really caught my attention;it's about the scurvy promotion that all European naval units had,look: "Additionally, all European naval units begin play with the Scurvy "promotion," which...
  5. Mister_Spaceman

    Barbarians are exploiting my custom units.

    I am trying to make a mod wherein you can build world wonders that give you +1 happiness and a special unit. These units are all unique and only one can exist every game. However, I've noticed Barbarians can also use these units, which is not the intent. They are way too powerful. I have looked...
  6. F

    [vanilla] Get the plot the unit is standing on?

    Is it possible to get the position of the unit and check if it is hills? I am trying to make a mod where a special unit is stronger in hills! This is what I have so far... local percentAdded = 25 local norwegianBerserker = "UNIT_BERSERKER" function CheckPlot(iPlayer) local player =...
  7. esosorcdc

    The Mages Guild Oct. 6, 2017

    The Mages Guild is an ancient era building that allows you to build the Sorcerer unit. The Sorcerer is an ancient era ranged unit that has increased combat strength vs. barbarians. Mages Guild: +1 Science, +2 Gold, +1 Production, +1 Housing, +1 Amenities, and a Free Builder. Sorcerer: 3...
  8. Ghiaman1334

    Convert unit ability to civ trait?

    I was thinking of using the Varu's defense debuff ability as a civ trait, i.e. enemy units lose 5 military strength against any of my units, only when they attack me (or maybe the other way, if I attack them). I know it seems OP but I could tone it down to about 3 MS. I have found all the code...
  9. Ghiaman1334

    I have no idea what I'm doing. Unique unit?

    So I'm new to the modding scene. I've never done any kind of programming, coding, code editing or anything of the like in my life. But I decided to throw my hat in the ring and try for making a basic mod using the ModBuddy in the Development tools. I'm following the guides I can find and using...
  10. Eretas

    were are they come from - new units

    I have never seen before unit in my game. I was believing that MOAR units mods were only "artistics" Am I wrong?
  11. JohnCJR

    Modbuddy new unit help

    Hi. I am presently trying to add a new unit to the game using the modbuddy new unit template and looking at the files of others who have managed to figure this out. I am unable to get my unit to work. I load the game, it recognizes my mod on the additional content screen, I then try and start...
  12. S

    Modify Unit On Change In State

    Hello, I created an unit and now I want to change it's maintenance cost dynamically. For example, I want the unit's maintenance cost reduce if the unit is sleeping. I know LUA, but I am new to using it with CIV VI Thanks!
  13. Turrdy

    Support Unit Elimination Thread

    I know, I know... enaugh is enaugh. But this is a short one. Rules are the same as always! (-3/+1; state your reason; once every 24 hours) Anti-Air Gun - 20 Battering Ram - 20 Medic - 20 Military Engineer - 20 Mobile SAM - 20 Observation Balloon - 20 Siege Tower - 20 Have Fun! The Rankings...
  14. Bluemofia

    Bluemofia's Recolored Unit Thread

    I've been recoloring some older units, so I thought I'd release them in case if anyone else wants to use them. 1. Republic Assault Ship (TheMorpheus) https://forums.civfanatics.com/threads/starwars-unit-republic-assault-ship.88358/ Original unit had civ-colored lasers. I recolored it so that...
  15. Bluemofia

    Star Wars Imperial Star Destroyer (Recolored) 1.0

    Unit: Imperial Star Destroyer by jobiwan7 https://forums.civfanatics.com/threads/star-wars-imperial-star-destroyer-12-29-05.150789/ Original unit had lightly tinted civ-colored lasers (except for blue player) because of a palette error. I recolored it so that it has a consistent color, rather...
  16. Bluemofia

    Star Wars Republic Assault Ship (Recolored) 1.0

    Unit: Republic Assault Ship by TheMorpheus https://forums.civfanatics.com/threads/starwars-unit-republic-assault-ship.88358/ Original unit had civ-colored lasers. I recolored it so that it has a consistent color, rather than grey/brown/pine green lasers. Included are: Blue Lasers Red Lasers...
  17. N

    Embarkment Mod

    TBH I miss the Civ 4 requirement of having to build and/or embark land units on naval units as opposed to having land units pull transports out of their asses. Would anyone know of a mod or be interested in making a mod that would model this in some way? At the very least I'd like to see it...
  18. CivilizationAce

    Unit era with two prerequisites?

    If a unit has only a single civic or tech requirement then obviously it's era is the same as that, but what if it has two. In my new Jedi mod (link in sig) I've created a unit that requires Theology (Classical era civic) and Astrology (Ancient era tech). Meanwhile some effects only work if a...
  19. Swinns

    Anyone can think of a way to make it so a land unit doesn't embark but move and attack as normal?

    oops. meant: Can anyone think of a way to make it so a land unit doesn't embark but move and attack as normal on sea? I am trying to make essentially a flying missile cruiser and I need find a way to either make land units not embark, naval units ability to go on land. I have been trying to...
  20. CivilizationAce

    LUA exhaust unit

    I have added event consumption to my game that creates a new unit. The problem is that I'd rather that the unit can't move until the next turn. One reason for this is because of inconsistency — If the unit is created as the last move of the turn the turn ends without the player getting to move...
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