Moar Units Mod

MOAR Units Mod 1.2

Deliverator updated Moar Units Mod with a new update entry:

0.76 Update (Balance Changes/Fixes)

Changes in response to Australian Summer patch which changed Swordsman Combat Strength from 35 to 40:

* Maceman Combat Strength increased to 48 from 45.
* Ghazi Combat Stength increased to 48 from 45.
* Samurai Combat Strength increased to 48 from 45.
* Hirdman now replaces Swordsman, Combat Strength reduced to 40 from 45, upgrades to Maceman.
* Sickle Swordsman Combat Strength increased to 40 from 35.

Also:
* Cuirassier Maintenance raised to 5 from 3.

Read the rest of this update entry...
 
Btw, what's the idea behind macemen? Extra strength is nice, but going for upgrade just for that seems costly.

These are just to provide another step between Swordsman and Musketman. The Swordsman's combat strength was increased to 40 from 35 which threw various things out of whack. I've only just got around to fixing up the gameplay because I've been focusing on 3D art tooling, 3D art tutorials and all things art. On that note: the Maceman's days are numbered as he's soon to be replaced by a Longswordsman. :)
 
By the way I've released the 0.76 update here before Steam because I don't trust the Steam uploader to work from where I am. Will release to Steam by end of Monday. Basically Civfanatics downloaders get a pre-release. :)
 
By the way I've released the 0.76 update here before Steam because I don't trust the Steam uploader to work from where I am. Will release to Steam by end of Monday. Basically Civfanatics downloaders get a pre-release. :)
Thank you for the update! Now it's even more balanced than before. Please, check my messages about MOAR Units Aztec. I have a suggestions for rebalance of Jaguar Warrior.
 
Does the update also fix the Maceman animation issue? I reported it on Steam, but I'll report here as well.

The Maceman unit will swing their weapons once, then the game pauses all activity for 5-10 seconds (I haven't timed it exactly) and combat finally ends--though no other animations are displayed, and if a unit is killed it simply fades away without their death animation. During this "pause" no actions are possible, though you can select other units/cities/etc. and attempt to give orders. This is with quick combat disabled.
 
Oh yes, that's SO annoying. I thought it was due to me playing a huge size map but then I realized it was only when macemen were involved.

Furthermore macemen don't have any icon set (using v 0.75) which means that my units show up using the settler icon. Could be worse, but if its not to hard to fix...

Last but certainly not least: good job on the mod!!!!

\Skodkim
 
In 15th line of MOAR_Units_Data.sql is:
UPDATE Units SET Combat = 48 WHERE Unit = 'UNIT_JAPANESE_SAMURAI';
instead of:
UPDATE Units SET Combat = 48 WHERE UnitType = 'UNIT_JAPANESE_SAMURAI';
 
In 15th line of MOAR_Units_Data.sql is:
UPDATE Units SET Combat = 48 WHERE Unit = 'UNIT_JAPANESE_SAMURAI';
instead of:
UPDATE Units SET Combat = 48 WHERE UnitType = 'UNIT_JAPANESE_SAMURAI';

Thanks for pointing this out. Fixed in the 0.77 update.
 
Does the update also fix the Maceman animation issue? I reported it on Steam, but I'll report here as well.

The Maceman unit will swing their weapons once, then the game pauses all activity for 5-10 seconds (I haven't timed it exactly) and combat finally ends--though no other animations are displayed, and if a unit is killed it simply fades away without their death animation. During this "pause" no actions are possible, though you can select other units/cities/etc. and attempt to give orders. This is with quick combat disabled.

The Maceman has now been completely replaced by the Longswordsman with new graphics. The issue was that I had the Maceman that was using the Swordsman graphics but the MemberCombat was set to "RedcoatCombat" and the Movement was set to "Redcoat" in the Units.artdef. Apologies for the sloppiness!
 
Furthermore macemen don't have any icon set (using v 0.75) which means that my units show up using the settler icon. Could be worse, but if its not to hard to fix...

Can't re-create this (and the Maceman icon has now been replaced with a Longswordsman icon). I suggest you do a clean install of Moar Units by completely removing the MOAR_Units from Mods and then unzipping the latest version (assuming you're not subscribing to the Steam version).
 
Since the maceman has been changed to the longswordsman, is the Moar Units mod now compatible with the NQ mod?
 
Since the maceman has been changed to the longswordsman, is the Moar Units mod now compatible with the NQ mod?

The incompatibility won't have been changed by this update. Both mods have too many conflicting changes I think. Someone would have to create a merged mod of the two.
 
Wew, that is one sweet looking Longswordsman model. How did you make it, was it a conversion from another video game or your own work? it looks like it fits perfectly into the artstyle.
 
Wew, that is one sweet looking Longswordsman model. How did you make it, was it a conversion from another video game or your own work? it looks like it fits perfectly into the artstyle.

1. Took the Knight Armor and removed the scabbard then combined it with the Warrior animations in the .ast.
2. I swapped in different Run and Attack animations into the .ast so that they made sense with the Longsword rather than the 2 Handed Axe.
3. Removed the plume from the Knight European Helm.
4. Edited the European Sword mesh to make it much longer and add the holder notch thing.

Because they're all just edits of vanilla Civ 6 graphics and I'm using the exact same materials the end result looks pretty good. It could still be improved by customising some of the animations and re-doing the helmet - if you look closely it looks a bit blocky.
 
Is there an estimate on when there will be unique unites for Australia? Thank you for making this mod, I love the added units and following all the updates.
 
That's stunning work then, amazing that you can pull all that off and have it ending up looking legit. I can see method being more limiting, but it will probably be great for what you're doing with Moar Units.
 
The Maceman has now been completely replaced by the Longswordsman with new graphics. The issue was that I had the Maceman that was using the Swordsman graphics but the MemberCombat was set to "RedcoatCombat" and the Movement was set to "Redcoat" in the Units.artdef. Apologies for the sloppiness!

No apologies necessary, I just wanted to make sure the issue was seen. This is probably the hardest type of modding for the game, and requires the most creativity to get something to work well, so you'll never hear me call something sloppy. :)
 
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