Moar Units Mod

MOAR Units Mod 1.2

@Gedemon I found the same thing you already found--<References> is broken and doesn't change the load order, which depends on the order of the ModRowID in the mods table, which in turn just depends on which mod was loaded/reloaded last.

<Dependencies> does change the load order, but of course that would make your mod *require* Moar Units, which the game is actually enforcing now.

However, there's a very ugly kludge short of a full merge:

Create a 2nd .modinfo file in mod's root directory, name it something like R.E.D Compatible Moar.modinfo, give it a new GUID and a title/teaser "R.E.D. Modpack Compatible with Moar's Units", and put Moar's GUID under <Dependencies> in it.

Both mods will show up, and users can select the first if they don't have Moar's units, and the 2nd if they do. I tested it and it does actually work. I'd even suggest putting Moar's under <Blocks> in the 1st one as well as having your 2 block each other, but <Blocks> doesn't seem to work either.

It's ugly, and if you need to do it with more than 1 other mod it will quickly get out of hand as you'd need a different .modinfo for every possible combination of the mods, but it's all I can come up with at the moment.

Well, one other ugly kludge would be to put "@Copy /b *.modinfo +,," in a MakeCompatible.bat file in your mod's directory and tell users to click on it whenever they had a compatibility problem. It just updates the file's timestamp, which forces Civ to reload it, which puts it last in the mods table. But obviously we can't all start doing that....
 
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Thanks, dependencies is a starting point, I won't have time to test that before next week, but a compatibility mod with dependency set for R.E.D. and Moar's Units could be a solution.
 
@Gedemon , running these commands against mods.sqlite fixes <References> for all mods. Now if we could only run it from a mod:

Code:
CREATE TRIGGER IF NOT EXISTS OnModInsert
    AFTER INSERT ON Mods BEGIN
        UPDATE Mods
        SET ModRowId = (SELECT MAX(ModRowId) + 1 FROM Mods)
        WHERE ModRowId IN (SELECT ModRowId FROM ModRelationships WHERE OtherModId = New.ModId and Relationship = 'References');
    END;
CREATE TRIGGER IF NOT EXISTS OnModUpdate
    AFTER UPDATE ON Mods BEGIN
        UPDATE Mods
        SET ModRowId = (SELECT MAX(ModRowId) + 1 FROM Mods)
        WHERE ModRowId IN (SELECT ModRowId FROM ModRelationships WHERE OtherModId = New.ModId and Relationship = 'References');
    END;

All the related tables get updated because they used cascading foreign keys.

Unfortunately, we can't access the mods.sqlite DB from inside a mod, so everyone would have to run it manually, or have everyone run a .exe that did it, or add it to Modding.sql and have them delete mods.sqlite so it would get recreated with the triggers.

Of course it would get stuck in an infinite loop if any mods had circular references.
 
Got the Poland and Viking DLC today. I noticed there were some new units in there, so does this mean new stuff for you to work with?

I have yet to explore the files, so I apologize if this question seems stupid; but are the new unit files still compressed, or were they already part of the base-files? Or am I misunderstanding things?
 
Nah, its the unique scythia unit.

I meant the model, it appears to be a regular archer model on a horse rather than the scythian saka horseman model. I should take another look but im pretty sure this is the case. I think there is also a Frankish unit (calabarii?) as part of the Viking scenario. If this is the case i think we can add them as a light cavalry for the ancient era (horsearcher) as well as a light cavalry for the medieval era (frankish unit) If i am not mistaken i think there are a couple other new units added too (is there a huscarl in the viking scenario?)

Essentially i wanted to add a few unit "classes" to the game to be a little more similar to the way civ 4 had it set up. I post this here because i think MOAR Units is on the right track to acheiving this goal.

I think the addition of the Janissary is a good step towards seeing the ottomans soon.
 
I dont get why i can`t play with the mod. I`ve installed just as described like any other mod but it does not work.

The mod shows up both ingame as on the additional content tab but i dont get it to work?
 
I`ve tried to copy the unzipped files manually and directly to the right directory. Attempting to install the mod.
Nothing helps. I`ve installed multiple mods so far which all play just fine. I`ve also uninstalled them all and just enabled the moar units mod with no help.
Can anyone help me out?
 
I`ve tried to copy the unzipped files manually and directly to the right directory. Attempting to install the mod.
Nothing helps. I`ve installed multiple mods so far which all play just fine. I`ve also uninstalled them all and just enabled the moar units mod with no help.
Can anyone help me out?

Are you definitely copying the folder MOAR_Units into your Mods directory and then enabling it? How are you checking that it is not working?

If you installed an earlier version of the mod you many need to revert your core game files to get it working. To revert your Civ 6 install to the original files you can use the following method: Right click the game in Steam and click "Properties", then click the "Local Files" tab, finally click the "Verify integrity of game cache..." option. This will revert any files that have been modded to their original state.
 
Very nice. I'm enjoying this mod very much, just wanted to point out that in Latin the singular for equites is eques (not 'equite').

Thanks for the correction! I'll change this in the next update. I'm going to update Hetairoi to Hetairos also to keep things singular.
 
Are you definitely copying the folder MOAR_Units into your Mods directory and then enabling it? How are you checking that it is not working?

If you installed an earlier version of the mod you many need to revert your core game files to get it working. To revert your Civ 6 install to the original files you can use the following method: Right click the game in Steam and click "Properties", then click the "Local Files" tab, finally click the "Verify integrity of game cache..." option. This will revert any files that have been modded to their original state.

So i should copy the MOAR_Units into my civ 6 mod folder? Instead of the file: MoarUnits_0.42? "By the way" I`ve done this as well 2x + validated my files with steam. It did not help me.
I guess a fresh civ 6 install would be my only option now.
 
Deliverator,

Thanx for helping me out. The mod works fine now as it should.

Turns out i should not copy the empty (unzipped) MOAR_units folder. Which seemed kind of odd to me. But the one i downloaded straight from civfanatics.
With all my other mods i unzipped them before putting them into the mod folder.
I hope steam workshop is up soon as misreading or getting one step wrong of the instructions really makes for a lot of headaches of getting it to work.

I`ve had problems with the production que mod and the more lenses mod as well. Which i made to work now by doing the same thing like the MOAR_units mod !!
 
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Yeah, the actual folder that should be moved to the mod directory is currently still contained within another folder. That's probably a relic when you still had to manually copy the icons and artdef to your Assets folder, but with the winter patch that's not needed anymore.
It would be easier if you could just use "extract to" / "extract here" for the zip file. Probably for the next version.
 
Deliverator updated [Civ VI] Moar Units Mod with a new update entry:

Moar Units 0.5 Update

Adds 5 more unique units to the game.

View attachment 462459

Armatolos (Greece)
Greek unique melee unit that replaces Rifleman. +5 Combat Strength on Hills and ignores Hills movement penalty.

Ghazi (Arabia)
Arabian unique melee unit that replaces the Swordsman. Yields 50% of defeated units' Combat Strength as Faith on combat victory. Converts captured cities to player's religion. May be purchased with Faith.

Marine (France)
French unique melee unit that replaces Musketman. +5...

Read the rest of this update entry...
 
just a minor text issue. On the additional content tab on the main menu. The mod still says 28 units while the mod ads 33 new units.

Thanx for adding even more units to an already great mod.
 
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