Moar Units Mod

MOAR Units Mod 1.2

Love this second batch now all I need is an era lock mod and my perfect medieval era Norway game will be ready.
 
Small bit of feedback: I'd give the Minuteman the Musketman's formation to represent their irregular nature. The Redcoat's looks quite rigid.

And well, if they get bonuses on two different circumstances, I wouldn't also make them slightly stronger across the board. But that's another matter.

Also, as quasi-relevant information, I've heard combat is additive in Civ6, so 25 vs. 30 strength is the same as 100 vs. 105, for instance. However, it's not very clear just how much of a difference, say, 5 points make.
 
Very nice work thanks so much!

A few questions if I may:

Would you ever consider questions of down scaling and larger unit groups / formations similar to the R.E.D. & R.E.D Extreme mods from CiV?

Is there any interest in down scaling the unit token icon?

I feel like these changes might make the game more visually immersive and reduce some visual clutter.
 
Oustanding job! Thanks for the hard work, it is much appreciated.
 
Love the mod, it's one of my must haves just for the Rifleman unit alone. I DLed the new version and started a new game with England and noticed a tiny little bug. Seems that I can build the longbowman straight away after founding my first city. Based on my city location, it'll take me 129 turns to get the production, but it's still possible.
 
Hey, this is great I love it! but I have a question for the installing: what do I have to do with the file: "civ6.dep"?
 
I think he's built the longbowman as a kind of heavy cav archer, as they get a bonus against heavy cav and when adjacent to another longbow, this is the heavy cav promotion list


Heavy Cavalry promotions:
I Charge: +10 attack vs. fortified defender.
II Marauding: +7 Combat Strength vs. units in districts
III Armor Piercing: +7 Combat Strength again other heavy cavalry units.
I Barding: +7 defense vs. ranged attacks.
II Rout: +5 Combat Strength against damaged units.
III Reactive Armor: +7 Combat Strength when defending against heavy cavalry and anti-cavalry.
IV Breakthrough: +1 additional attack per turn if Movement allows.
 
Hey, this is great I love it! but I have a question for the installing: what do I have to do with the file: "civ6.dep"?

The "Base" folder within "Moar_Units_Assets" should overwrite the one in your game directory as described in the opening post. So Civ6.dep should overwrite the existing file. I did this to split out the new artdefs file from the existing Units.artdef. I am still changing a couple of non-essentially things in the vanilla Units.artdef - making the Hoplite cloak red and fixing the Cavalry hat to be different from the Cuirassier hat.
 
I think something like this would add it into the Pedia (It worked for City States):-

Code:
<GameData>
   <LocalizedText>
       <Row Tag="LOC_PEDIA_UNITS_PAGE_UNIT_NATION_UNIT_NAME_CHAPTER_HISTORY_PARA_1" Language="en_US">
           <Text>NATION UNIT TEXT HERE</Text>
       </Row>
    </LocalizedText>
</GameData>

Then you need to add to you modinfo:-

Code:
<Components>
       <LocalizedText id="MU_UNITTEXT">
           <Items>
               <File>MU_UnitText.xml</File>
           </Items>
       </LocalizedText>
   </Components>
   <Files>
       <File>Text/MU_UnitText</File>
   </Files>

I have not tested this for units.
 
Thanks, for the works! The last I personally used of your works is from the Civ 4 Dune series. Great work there btw. :thumbsup:

Spoiler :
Secretly waiting for a new Dune mod
:mischief:
 

Awesome! DLing the update now. Is it compatible or new save required?

EDIT: Also, another odd thing I've noticed. I have a habit of starting a game and closing to main menu and starting a game and closing to the main menu and starting a game and closing to the main menu and starting a game until the end of time, or until I get a start that I like the looks off. I noticed today while doing that to start a new game (I added a new mod to my list that adds map sizes and culturally linked starting locations). The first start the Unique Unit name for the Longbowman appears normal while Sean is reading the opening to me while waiting for the game to load. On subsequent starts it changes to "Loc_UNIT_LONGBOWMAN_NAME" and stays like that every time until I exit out of the game and start it over. This is probably an issue with vanilla forgetting to read the right files after that first start and not an issue of the mod, but still worth noting I think.
 
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I had the same loc thing with the crossbowmen. . Not sure if it's because I didn't put the assets in the other folder , or it was just a temporary bug
 
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