unit

  1. 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...
  2. 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...
  3. 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...
  4. 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...
  5. 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...
  6. 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...
  7. G

    Land Unit embarks instead of attacking city

    This bug usually only will happen whenever another empire/player has a city surrounded on two sides or more by water, but there is a good chance that when you have a land unit directly next to a city and tell it to attack the city that it will embark in the water next to the city instead of...
  8. Walter Hawkwood

    [UNIT] Jet Warplanes

    Hi everyone! This is a pet project that appeared out of me working on Realism Invictus mod. In a search for flavor units, I converted some planes from Supreme Ruler game and then found myself endlessly retexturing those for different civs. I ended up making a ton of units, and I decided to post...
  9. ChilledEmber

    Icyfire's Slavery Mod 1.0

    Icyfire's Slavery Mod Steam Link: http://steamcommunity.com/sharedfiles/filedetails/?id=898079487 This is my first mod, something that adds Slave Units to the game(As if there weren't already enough mods that do that! :p). What exactly is inside this mod: -The Slave unit. It has 5 builder...
  10. SlySlySly

    Building and unit?

    I'm working on a new civ. The problem is I'm sure the building and unit are off. I don't know how to define the visuals, as well as make certain things like amenities work. This is what I have so far. Building: <GameInfo> <Types> <Row Kind="KIND_BUILDING" Type="BUILDING_ROZUPAGODA"/>...
  11. GameBoy2000

    Slave Unit 1

    Hello, this is version 1 of my Slave mod. It adds a new unit, the Slave. The Slave has 1 build charge and a production cost of 12, it should also be able to do everything a builder can, with the exception of custom abilities given to builders from civilizations or other mods. (For example...
  12. M

    [1.0.0.56] Peace Treaty Unit Boarder Conflict Bug

    Sorry for the name, but I don't know what's causing it. I was playing as Brazil and was at war with Kongo. We had a peace treaty and thus my units withing Kongo's borders were moved outside the borders. However, some were moved within the borders of another civ, England. We have had an open...
  13. Zerver

    T14 "Armata" 2017-02-19

    Requested by Bananass. Thread: https://forums.civfanatics.com/threads/t-14-armara.610374/ Uses vanilla modern armor animations.
  14. Smerdis

    [1.0.0.56] Units stacked

    The civ I'm playing is Arabia. During a war with rome I send over all my Mamluks since they are great. I have one corps and one unit (both Mamluk). The corps is right under a Roman encampment and the lone unit is standing to the left of the corps (See image). I selected the lone Mamluk to attack...
  15. Deliverator

    Moar Units: Mortar Mod 1.0

    This is a cosmetic and naming only mod that replaces the Machine Gun with a Mortar. This seems more appropriate given that Moar gives the unit Range 2. Requires Moar Units.
  16. Mr_PeaCH

    AI units stuck inside my borders

    I have searched but been unable to find a thread with an answer to this dilemma. Often it is the result of a third Civ having units inside the border of a city which I have just captured. Rather than being expelled the orphaned units stay rooted in place. In fact they tend to just become...
  17. sp00n

    Numpad Movement 1.0

    Sooo.... here's numpad movement. It allows you to move your units with the numpad keys. The following number pad keys are used for movement: 7 - Northwest 9 - Northeast 4 - West 6 - East 1 - Southwest 3 - Southeast Additionally the 5 key centers the map on your currently selected unit. Which...
  18. Nomad or What

    Warhammer Dark Elf Pack 2016-12-14

    Warhammer Dark Elf Pack, designed for Civitar's Warhammer Fantasy Battles mod. Much of the source art is derived from Medieval II's Call of Warhammer: Beginning of The End Times mod, to whom proper credit is due. Contains Crossbowman, Spearman, Swordsman, and Horseman. Check out the...
  19. mauporte

    Mod Idea: Diplomat Unit (espionage-type mechanics)

    I think there is an extra layer that can be added to the game that would create a sense of strengthening and developing relationships between civilizations that can be achieved by copying the espionage mechanism and adding a new unit: the diplomat. Diplomats are civilian units that can always...
  20. Gedemon

    R.E.D. Modpack .2

    Units rescaling and new formations for Civilization 6. Installation : Unzip it to "..\Documents\My Games\Sid Meier's Civilization VI\Mods" It should create a folder named "R.E.D. Modpack" Go in "Additional Content" and activate it by checking the box near "Activate Mod" then click "Back"...
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