Moar Units Mod

MOAR Units Mod 1.2

Are you able to post a screenshot showing which icon you mean? The portrait icons were mostly fixed in version 0.63 so if they are still issues it would help to see examples.

What I mean is the City Build shows an icon that's not actually taken from the Units, but from something previously built in the city. But if you say that's fixed, that's fine. I reckon it was a reference oversight?
 
As a history buff and professional stage combat choreographer, while I love the macemen, my only criticism about them is they make swords feel less special.

If we can't do late medieval dismounted knights/zweihander/Civ V-esque-longswordsmen as a separate unit, is there a way to have maceman be overall weaker than swordsmen but get a buff against certain heavily-armored classes of units somehow?

It's just that swords feel a little less special now, y'know? And the current swordsman doesn't really have a "professional soldier" feel somehow. The classic iconic medieval weapon feels really incidental and weirdly obsolete in medieval wars now. Ultimately a small critique and the Templar might fix that but I'm still playing the same save and haven't been able to use Hooves and Holy War yet. But zweihanders would be great.
 
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As a history buff and professional stage combat choreographer, while I love the macemen, my only criticism about them is they make swords feel less special.

If we can't do late medieval dismounted knights/zweihander/Civ V-esque-longswordsmen as a separate unit, is there a way to have maceman be overall weaker than swordsmen but get a buff against certain heavily-armored classes of units somehow?

It's just that swords feel a little less special now, y'know? And the current swordsman doesn't really have a "professional soldier" feel somehow. The classic iconic medieval weapon feels really incidental and weirdly obsolete in medieval wars now. Ultimately a small critique and the Templar might fix that but I'm still playing the same save and haven't been able to use Hooves and Holy War yet. But zweihanders would be great.

Fair point!
I wouldn't mind if the Templars would be available for everyone, being slightly stronger than the Maceman but purchaseable with faith only (+higher maintenance because they were greedy).
 
Well I do like that the Templar are limited to Crusaders and allies of Jerusalem. That's just plain cool. They should be special. But standard medieval armies need something LIKE them that fills a similar role in history and armies in breaking pikewalls. A dismounted knight with a greatsword and bonus vs anticavalry but overall weaker than the Templar would be perfect.
 
But weaker than the Templar (40) and without the Templar's ability would again result in a much weaker unit than the Maceman (45).
Maybe the Templar should be available a bit later and therefore be stronger anyway.
This is what I'm currently using:

PrereqCivic="CIVIC_DIVINE_RIGHT": Templars existed from the 12th to the 14th century, which is closer to the end of the medieval period. That's why I think "Divine Right" would be perfect to unlock them. Also this civic is the equivalent to the Castles tech in the techtree, which unlocks the Maceman.
Cost="200": More expensive than the Maceman (160) and even a bit more expensive than the Knight (180), which is available a bit earlier.
Combat="48": On par with the Knight, who has greater mobility but lacks the Templar's special ability (+5 against other religions). A bit stronger than the cheaper Maceman (45).
Maintenance="3": More expensive than the Maceman (2), same as the Knight (3), still cheaper than the Musketman (4).

And it can only be purchased with faith (and doesn't require the new resource), but that's just my personal preference.
 
Your first point is part of my thinking. Macemen being so much stronger than swordsmen by default seems very strange to me. Perhaps giving an antianticavalry boost and lacking the Templar's religion ability would be a good balance.

But I absolutely wouldn't want everyone to be able to build Templar, those should be special for Crusaders, but something needs to fill that role for secular armies. Either make macemen weaker and give them a boost to anti-armor somehow or give a new dismounted knight unit a boost vs anticavalry.

But as of now with both macemen and pikemen having stronger base melee strength there is no reason to put a longsword-wielding unit in a medieval army, and that's just weird.
 
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Here's an additional thought: perhaps make macemen not upgrade from swordsmen? So you have to build them separately and both macemen and swordsmen upgrade to muskets?

Since maces are such a specialized weapon having to build them separately from scratch might be a nice way to reflect that. And that might help the swords not feel so left behind.
 
Just a quick question: Is the Hyksos Bowman supposed to look different from the regular Bowman? Because I could not spot any difference.

edit: The Catapult crew is still using the Mace as a weapon. Can this be replaced as well? :)
 
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Great job on the mod.

I was using it until recently, then I couldn't start a game any longer with the mod activated. I got the bug where I create a game, then "Start Game" text appears during the black loading screen and I'm back to main menu.
 
Great job on the mod.

I was using it until recently, then I couldn't start a game any longer with the mod activated. I got the bug where I create a game, then "Start Game" text appears during the black loading screen and I'm back to main menu.

I would make sure that you have the latest versions of all the Moar Mods first. Then find the Database.log file under My Documents/My Games/Side Meier's Civilization VI/Logs and see what the errors are. Are you running any other mods?
 
I would make sure that you have the latest versions of all the Moar Mods first. Then find the Database.log file under My Documents/My Games/Side Meier's Civilization VI/Logs and see what the errors are. Are you running any other mods?
Yeah, looks like I was having a mod conflict.

It was conflicting with Unit Rebalance mod I was using.

I feel kinda silly since I should have figured that out earlier. Thanks for help.
 
Hello!
The portrait for the Cuirassier is still missing/ not working.

Thanks for the tip off. Replace the Cuirassier block in Data/MOAR_Units_Icons.xml with this:
Code:
<!-- Cuirassier -->
<Row Name="ICON_UNIT_CUIRASSIER" Atlas="ICON_ATLAS_MOAR_UNITS" Index="0"/>
<Row Name="ICON_UNIT_CUIRASSIER_BLACK" Index="61" Atlas="ICON_ATLAS_UNIT_FLAG_SYMBOLS_BLACK"/>
<Row Name="ICON_UNIT_CUIRASSIER_WHITE" Index="61" Atlas="ICON_ATLAS_UNIT_FLAG_SYMBOLS_WHITE"/>
<Row Name="ICON_UNIT_CUIRASSIER_PORTRAIT" Atlas="ICON_ATLAS_UNIT_PORTRAITS" Index="59"/>
<Row Name="ICON_ETHNICITY_AFRICAN_UNIT_CUIRASSIER_PORTRAIT"  Atlas="ICON_ATLAS_AFRICAN_UNIT_PORTRAITS" Index="59"/>
<Row Name="ICON_ETHNICITY_SOUTHAM_UNIT_CUIRASSIER_PORTRAIT"  Atlas="ICON_ATLAS_SOUTH_AMERICAN_UNIT_PORTRAITS" Index="59"/>
<Row Name="ICON_ETHNICITY_MEDIT_UNIT_CUIRASSIER_PORTRAIT"  Atlas="ICON_ATLAS_MEDITERRANEAN_UNIT_PORTRAITS" Index="59"/>
<Row Name="ICON_ETHNICITY_ASIAN_UNIT_CUIRASSIER_PORTRAIT"  Atlas="ICON_ATLAS_ASIAN_UNIT_PORTRAITS" Index="59"/>
 
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