Moar Units Mod

MOAR Units Mod 1.2

What do you mean the unit attachment system? Like where you have support units?

The attachment system is where the armor/weapons/etc. that a unit has are separate from the base unit 3d model, and are attached to attachment points on the model like head, hand, torso, etc., so you can switch out stuff to create new looks rather than having to create a whole new model or modify an old one.
 
For Rome, Praetorians as an upgrade from Legions would be cool to keep that UU around for a bit longer (someone mentioned Triarri or Equites as other replacements, those are good)
Rome Excelled at close quarters warfare and engineering, and didn't really employ slingers, or archers of their own, instead they relied on Auxillia units to provide archers, so maybe replace the archer with an Auxillary?
 
Is this a bug? I also experience this playing germany
 

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Can u post a tutorial on how to edit the Artdefs file, I got the actual unit xml and text to work with no problem but the art files cause the game to crash, I don't know what I messed up...
 
The work you've done on this is most appreciated. I felt that in Civ 5, unit modding didn't get off the ground en masse as it had done in Civ 3 and Civ 4. This gives us some heart that the situation is going to be much improved in Civ 6.
 
I have a suggestion for Norway's UU it could be the Huscarl, It could gain a buff for defense to pair with the beserker.
 
If you go the Bandeirante route for Brazil, you could replace the Ranger and give it the Found City ability. Basically a copy of the Civ V Conquistador; and historically accurate.

If you prefere to go the combat route, the Fatherland Volunteers would also be a good choice. Since D. Pedro II is the leader, it would be a wonderful pairing.

Great job so far! =D
 
Is this a bug? I also experience this playing germany

@gelodgreat I experienced the same thing. It happens if I restart a new game from the main menu. If you exit completely out of Civ VI and then restart, it displays correctly.

I'm pretty sure this is a Firaxis bug. Why would it work on a fresh game load but not when restarting via main menu? JFD lists this under current issues for his WIP mod.
 
Haven't worked out a way to be able to zoom in further so upscaling units to get a closer look at what is going on...

Civ6Screen0043.jpg
 
i guess clipping issues are to be expected.

I wonder if the tools will come with a way to generate the unit icon in the info panel at the bottom right. It's a 3D model, so it'd be nice.
 
I've noticed that for china there isn't a character model, why not use the crouching tiger unit model with crossbows
 
I've noticed that for china there isn't a character model, why not use the crouching tiger unit model with crossbows

The more I've played around the more I've realised that what can be done purely in the .artdefs is quite limited.

1. Skeletons and animations are cooked into most of the Armors (which includes things actually armor and any unit clothing). This means for example if I we're to combine the Crouching Tiger armor with the Archer's bow it would still use Crouching Tiger animation. In other words it isn't possible to switch armours between different animations outside of the .blp cooking process. Hopefully this is something that will be possible with the art tools they release.

2. The UnitMember entries in Units.artdef reference entries in Unit_Bins.artdef which in turn reference the actually models within units.blp. I didn't understand this previously, but it means I can now specific specific hats, weapons, shields, etc with the .artdef. However, this has highlighted that there are actually few cultural variants in the models than I thought. For example, so although there are 7-8 cultural variants of the Knight there are only 2 knight armours used by all of them a European one and an Asian one.

So really all that can be done without things looking quite weird is swapping hats, weapons, shields and recoloring. Still aiming to get another 6 UUs out in the 24 hours if I can.
 
But weapons can only be swapped between units that share similar armour anims, right? For example, if I give a pikeman a crossbow I'm guessing it won't function, but if I give a swordsman a Samurai sword there won't be an issue.
 
But weapons can only be swapped between units that share similar armour anims, right? For example, if I give a pikeman a crossbow I'm guessing it won't function, but if I give a swordsman a Samurai sword there won't be an issue.

This is mostly true at the moment, but for example if I give the Crossbowman a bow instead of crossbow (which is basically how I'd doing a Longbowman for now) then the Bow does animate using the Crossbowman armor units. The bow model has skeleton/animation just for the bow. It doesn't look very good because the animation is still crossbow but it's the best we can do for now AFAIK. We're not going to be able to do that much until we can cook our own model .blp files.
 
So, like, the bowman holds the bow sideways and moves it like a crossbow? I'm kind of interested to see how the skeletons are working (where the defined points for being 'held' are, for example), so here's hoping we get access to the .blp files.
 
There is bug movement of cho-ko-nu. it has many moves but it only moves 1 per tile.

Can you post a screenshot showing what you mean?
 
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