Moar Units Mod

MOAR Units Mod 1.2

@Deliverator
What model did you use for Landsknecht?

Just the Pikeman model with one of the Ranger hats and fixed to use the halberd. Best I could do with the available assets.

Also, is there any civ 6 model Importer/Exporter tool like the "Nexus Buddy 2" now?

No and there won't be until Firaxis release something. :sad:
 
I get that this might not be to everyone's taste and to replace an existing model is a departure from what this mod has done so far. What I may well do is make the Machine Gun > Mortar a separate little mod and then people can enable or disable based on their preference.

This would be perfect, thank you! :)

A couple of things to bear in mind:

1) The Maceman has cultural variation - the screenshot is the South African variant which is why it looks more tribal. The Knight's helmet and Spearman's shield vary with each culture. I tried using the Knight's shield too but unfortunately the hand clips through the shield so it doesn't work.
2) The Warrior no longer uses the mace, only the stone axes.

Okay, this totally convinced me of the Maceman! My biggest concern was the usage of Mace > Sword > Mace when upgrading from Warrior to Maceman, but if the Warrior won't use the Mace anymore, it's all good!
And yes, I thought that all of them would have the feather and the headband on their helmet, but if that's only due to cultural variation, that's great! I should have tried it out in game, sorry!
Would it be possible to re-color the wooden parts of the mace, so they look metallic? Just in case this is possible for weapons (probably not).

It is not possible to use a particular Armor model with an animation from a different model - so Cataphract's armor using Swordsman animations is impossible. If I use the Cataphract's armor it can only use Cataphract animations. This means that custom art is even more limited than you think. All that is possible is to take a vanilla model and swap the hat, weapons and shields for something else - and then maybe change the coloring in the handful of cases where the vanilla texture is recolourable. If we had the capabilities we eventually had in Civ 5 then it would be possible to re-rig a given model to a different animation set, but that is dependent on some graphic mod tools being released - even then it might not be possible. So it would be nice to use the Knight's armor for a foot unit but no can do right now! I get that the Macemen isn't that great but I'm pretty much scraping the barrel of what is possible right now.

Oh, I see! Well don't worry, the Maceman is just fine as it is and considering how limited the options for custom art are right now, you are really doing an outstanding job!
Still I hope they are going to release the SDK with some proper graphic mod tools soon, because I guess this is going to make your life a lot easier! ;)

edit: I looked at it for some time again, and still the Cataphract's head (even without the body) MIGHT look good on the Maceman, too. Because it fits to his lighter studded leather armor, what do you think?
But then it would require the Viking DLC and could only be a part of HaHW, right?

Don't worry I'm always happy to receive feedback - positive or negative!

Okay I'm glad, because I was a bit concerned about writing something that looks like criticism about my favorite mod!
The aspect I like the most about Civ (by far!) is the variation between the Civs, with all their different abilities and -especially- units. Trying out all of them or seeing them on the map. And since vanilla Civ is a bit.. well, let's just say it has other strong points than that, this mod literally adds like 100% fun for me. :)
 
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Yeah, I have to agree that the Explorer is expensive at 200 given that it has the same strength (35) as a Swordsman which costs 90. Something around the 120-150 range feels more appropriate.

Well since you have changed the ambush upgrade (which is actually pretty ok) they are not useful for any actual combat activity aside from defending from barbs and maybe clearing some very old camps, but still since you usually need a few of them when u start exploring even after building strong production base they are very slow ones. 120 sounds fine, even if you would nerf them to 30 power.
 
MINOR ISSUE

While playing with Arabia I noticed that the Ghazi UU becomes available when you have researched Iron Working. I don't know if the Maceman unit is placed properly under the Castle tech for other CIVs, but the Ghazi and the Swordsman can be build by Arabia when the Iron Working research is done.

On a different note: thanks for the swift response concerning the Sumerian Phalanx and the Mughal Sowar.
 
Deliverator updated [Civ VI] Moar Units Mod with a new update entry:

Moar Units 0.71 Update

Changes
* Cost of Explorer reduced to 120 from 200.
* Bandeirante now upgrades to Sniper.
* War Cart now replaces Heavy Chariot.
* Samurai now replaces Maceman.
* Removed Machine Gun > Mortar change - this will now be a separate mod. Range is still kept at 2.
* Hirdman and Ghazi moved to Castles Technology.
* Graphics - some units changed to use Rough Rider rifles.

Read the rest of this update entry...
 
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no change to the cost of explorers yet? :D

thanks for the update ;)

Yes, I reduced them to 120 from 200 with this update. Forgot to include that in the notes!
 
Thanks for the update. Warcart for Chariot was much needed. I demolished Emperor AI with my last Gilgamesh play. Conquered 3 AI before turn 66 with War Carts. Good times, but OP. :D
 
Thanks for the update. Warcart for Chariot was much needed. I demolished Emperor AI with my last Gilgamesh play. Conquered 3 AI before turn 66 with War Carts. Good times, but OP. :D

This won't really change the OPness as the units cost and strength is unchanged! It just means that Sumeria won't be able to build both War-Carts and Heavy Chariots. When I update the Hooves and Holy War submod - I'll make them upgrade to Cataphract rather than Knight.
 
Well, you have to research the Wheel before making the War-Cart now, which gives the opposition a small window to anticipate. I will try a War-Cart rush and see how it turns out.
 
Well, you have to research the Wheel before making the War-Cart now, which gives the opposition a small window to anticipate. I will try a War-Cart rush and see how it turns out.

No, having a unique unit replace another unit doesn't mean that they have the same Tech requirements. That has to be specified separately.
 
Thanks for the update. Warcart for Chariot was much needed. I demolished Emperor AI with my last Gilgamesh play. Conquered 3 AI before turn 66 with War Carts. Good times, but OP. :D

Not too mention being able to build War Carts without The Wheel... (Or it being a complete fantasy unit anyway.)
 
I have a problem, I can't get the units icons get to work, what do I have to do with the content of the "Art" folder?
 
I have a problem, I can't get the units icons get to work, what do I have to do with the content of the "Art" folder?

Nothing. Just drop the mod MOAR_Units folder into your Mods folder. Have you tried going pass the Civ selection screen? The new icons are only visible after that due to modding limitations.
 
So here is my two bobs worth for Scythia some kind of Royal spear cavalry with the ability to hit and run would be good if possible. For Russia I think maybe Red army riflemen (extremely cheap but not as effective) or maybe the Hind attack helicopter which can defend better than a normal heli (to represent the infantry it can carry) and for Norway their rangers are pretty badass maybe unique ability which ignores terrain movement penalties?
 
Janboruta -- I am a huge fan of your work and your icons are fudging bomb, so don't take this the wrong way because it's the exception not the rule, but:

the warrior priest looks like an upside down smiley face crossed with the Chiquita Banana lady. It's mostly the beard that's the problem cause here it looks like a frowny face. Just make it smiley like the real Chiquita Banana lady and I think you've got a winner.

Much love,
Ananse
 
the warrior priest looks like an upside down smiley face crossed with the Chiquita Banana lady. It's mostly the beard that's the problem cause here it looks like a frowny face. Just make it smiley like the real Chiquita Banana lady and I think you've got a winner.

You're right here. I kind of wanted to get that face to look like it has scarily opened mouth with the tongue sticking out in a menacing position but it didn't work out and I was pretty tired of trying at that point. Guess I should actually have used some Aztec art as basis. Can work on that a bit more if there's an update to the mod planned. (I'd say a big update with new art would come after the next wave of DLCs that will probably introduce new unit models to scavenge)
 
I'm reusing the Longbowman in one of my Civ's. It all seems to work fine apart from the Icon in the Technology Tree.
blurredicon.png

Basically I took just the Longbowman Icon from your 256 dds file and then saved each one changing the sizes each time. Both the loading screen and the Civilopedia icon's work fine. I'm wondering how you created these? I'm using GIMP2 if that's any help.
 
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