Moar Units Mod

MOAR Units Mod 1.2

Managed to finish drawing flag icons for all currently included units (and possibly some upcoming ones).

Awesome work, custom icons are such a great improvement!

AI uses the new units just fine. Cannot confirm or disconfirm landsknecht but if it was broken in civ V, it's probably still broken in VI

Well, the engine for Civ6 is a completely new one, so there's hope that this time the AI knows how to buy stuff. :)
 
Typo in one of your icon definitions for Phalanx

<Row Name="ICON_UNIT_PLALANX_BLACK" Index="30" Atlas="ICON_ATLAS_UNIT_FLAG_SYMBOLS_BLACK"/>

You have Plalanx in that one line
 
Custom icons are not supported in the leader selection screen yet (see this post by Horem), so you actually have to start a game.

This is correct until Firaxis make it possible. I think I might have read somewhere that you could get around this by putting the DDS files under core game files but I'm not sure.
 
Typo in one of your icon definitions for Phalanx

<Row Name="ICON_UNIT_PLALANX_BLACK" Index="30" Atlas="ICON_ATLAS_UNIT_FLAG_SYMBOLS_BLACK"/>

You have Plalanx in that one line

Thanks (again) for spotting this!
 
Regarding the AI:

UnitAIInfos are implemented for all units. This means in many cases the AI will be no worse (or better) than the existing AI. For example, the new Rifleman unit has the same UnitAIInfos as the Musketman. This doesn't mean that the AI will be especially good because:
1) As we all know the vanilla AI is very poor.
2) The AI won't necessarily understand how best to use the particular abilities for each unit. MOAR Units uses no bespoke code - all the Unit Abilities use Vanilla unit modifiers so there is the *potential* for Firaxis (or modders once source code is available) to improve the AI to use these well.

In summary, I think the AI will use most of these units as well as it uses any units right now (pretty badly!) In the future, MOAR units should/might automatically benefit from any AI improvements from Firaxis or from AI mods such as AI+. Looking at AI+ it adds some new UnitAIInfos so could maybe develop a cross-compatibility mod if there was interest. Is anyone playing with AI+? Is it much of an improvement?
 
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Is anyone playing with AI+? Is it much of an improvement?
Been playing AI+ since it was first uploaded, and yes, the current version - V9 - shows many significant improvements in AI performance versus Vanilla. A collaborative effort would be very welcome! :yup:
 
Been playing AI+ since it was first uploaded, and yes, the current version - V9 - shows many significant improvements in AI performance versus Vanilla. A collaborative effort would be very welcome! :yup:

Looking at it this would be very simple. Just a question of assigning the handful of new UnitAiInfos introduced by AI+ to the new units added in MOAR.
 
Ya dropping the dds files into the base games Assets folder makes the game load them at start up. Works as a temp fix for art needed at the setup screen.
 
Your modinfo files includes <File>Art/Icons/MOARUnitsFlags_128.dds</File> but the file does not exist in the mod. Don't know that it matters.

Yeah that's a relic. I'll remove it from the .modinfo.
 
can you put detailed instruction how to apply mods? im confused regarding other folders ( Art and Data )with .xml contents aside from other folders you mention that just need to overwrite existing game folder files...
 
can you put detailed instruction how to apply mods? im confused regarding other folders ( Art and Data )with .xml contents aside from other folders you mention that just need to overwrite existing game folder files...

There's no need to do any overwriting of core game files any more! The installation instruction from the opening post are accurate:

1. Unzip the zip file.
2. The MOAR_Units directory should be copied into your Mods folder (.../Documents/My Games/Sid Meier's Civilization VI/Mods/).
3. Enable enable Moar Units! via the checkbox under Additional Content.
 
You might want to mention to ignore the installation instructions in the video in the OP.

Upon further investigation, I've managed to use MOAR Units with YNAMP, as long as you don't use any of the YNAMP rulesets. ("Standard" ruleset only). About 100 turns in now. Thanks for this mod, I enjoy all the new unit options. I turned the combat animations back on, amazing you have been able to get good results, and nice looking units, just by re-assembling existing parts.
 
I`ve been playing as England. Dying to try out the longbowman with the fresh new symbol for the first time.
While playing on a slow speed (2x slower then normal with tech nerfs). I rarely got to use them as upgrading my archers to longbowman costs more then 400 gold.
While i`m waiting to get the 50% discount on the mercenary civic. I feel i can`t really put them to use much as another 100 turns pass by from unlocking the unit to getting to make us of them.
Unless i`m building them from the ground up which does not work with my main plan very well of using slingers/archers for my main early defence.
It might be just a balance issue for the main game. I know this mod does not alter things from the main game, just adding things to it.
Just stating my experiences with the game thats all. Since even the crossbowman does not use any resources. Making the price less steep will make sure i can use the unit and plan around it.
 
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