Moar Units Mod

MOAR Units Mod 1.2

Appreciate the work, I truly do, but IMO the "sniper" would best be described functionally as a mortar or light artillery or field artillery, which you've obsoleted. No army fields divisions of snipers per se. I know it is cool and all that but it just seems silly IMO. The siege artillery is fine as-is.
 
Appreciate the work, I truly do, but IMO the "sniper" would best be described functionally as a mortar or light artillery or field artillery, which you've obsoleted. No army fields divisions of snipers per se. I know it is cool and all that but it just seems silly IMO. The siege artillery is fine as-is.

Thanks for the feedback. I may make the Snipers an optional add-on at some point.

What the Ranged and Siege Artillery line represent is very blurred in Civ 6 and there are strange things about how they are implemented in the base game. Field Cannon gets no penalty attacking non-District tiles but the Rocket Artillery gets a -17 penalty because it is Siege rather than Ranged.

This mod is about adding more units so that means I am inserting units into gaps in this grid.

A couple of units I have planned are:
1) Trebuchet Medieval Siege unit to slot between Catapult and Bombard.
2) Drone (UAV) and Information era Recon unit.

I would like two Ranged units in the Modern-Information era which is why I've gone with Snipers for now.

you could have mortar for atomic era and sniper for information era

Potentially, but it does solve the general Ranged vs Siege weirdness.

another option is making the sniper recon class

It was Recon class and I have other plans for that line.

One idea I have is that Ranged could just merge into the Siege line after Field Cannon and I remove/reduce the non-District penalty from Artillery and Rocket Artillery. Why would later Artillery be less effective against units in the field than against cities anyway?
 
Will the AI use this stacking feature?

Haven't fully tested it but I don't see why not. Will they use it well is another question!
 
The user Tacod helped me and finally I have the complete transaltion to spanish (civpedia included)
BIG Moar Units 1.0 Update now live on Steam

5 New/Changed General Units:
----------------------------

Gatling Gun:
Industrial Era Anti-Cavalry unit. Upgrades from Pikeman, upgrades to AT Crew

Recon:
Modern Era Recon unit. Ignores rivers when moving and has no disembark cost. Upgrades from Ranger.

Sniper:
Atomic Era Ranged unit. Cannot move and attack on the same turn. Gains +12 Ranged strength vs. land units (exluding Heavy Cavalry). Gains +1 Range when on hills. Upgrades from Field Cannon.

Modern Sniper:
Information Era Ranged unit. Cannot move and attack on the same turn. Gains +12 Ranged strength vs. land units (exluding Heavy Cavalry). Gains +1 Range when on hills. Upgrades from Sniper.

Machine Gun:
Atomic Era Ranged Support unit (can stack with other units). +10 Combat Strength when defending.


3 New Unique Units
------------------

America - AH-64 Apache:
American unique Atomic Era Light Cavalry unit. +10 Combat Strength versus Heavy Cavalry units.

England - Ironside:
English unique Renaissance Era Heavy Cavalry unit available with the Reformed Church Civic. +5 Combat Strength in or adjacent to own territory and +5 Combat Strength when opponent is another religion.

Norway - Ulfhedinn:
Norwegian unique support unit available with the Mysticism Civic. Adjacent units receive +5 Combat Strength versus undamaged units and +5 Combat Strength versus damaged units. Yield 50% of defeated units' Combat Strength as Faith if combat is won within one tile.

I see that you add new units, wich is fantastic, here is the translate:
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5 New/Changed General Units:
----------------------------

Ametralladora Gatling:
Unidad anti-caballería de la edad industrial. Se mejora desde piquero. Se mejora a tripulación antitanque.

Comando explorador:
Unidad de reconocimiento de la edad moderna. Ignora los ríos al moverse y no tiene coste de desembarco. Se mejora desde el ranger.

Francotirador:
Unidad a distancia de la era atómica. No puede moverse y atacar en el mismo turno. Gana +12 [ICON_Strength] al atacar unidades terrestres (excepto caballería pesada). Gana +1 de rango cuando esta en colinas.. Se mejora desde cañón de campaña.

Francotirador moderno:
Unidad a distancia de la era de la información. No puede moverse y atacar en el mismo turno. Gana +12 [ICON_Strength] al atacar unidades terrestres (excepto caballería pesada). Gana +1 de rango cuando esta en colinas.. Se mejora desde francotirador.

Ametralladora:
Unidad de soporte a distancia de la era atómica (puede agruparse con otras unidades). Gana +10 [ICON_Strength] al defender.

3 New Unique Units
------------------

América - AH-64 Apache:
Unidad de caballería ligera exclusiva de América de la edad atómica. Gana +10 [ICON_Strength] contra las unidades de caballería pesada.

Inglaterra - Ironside:
Unidad de caballería pesada exclusiva de Inglaterra disponible tras la reforma de la iglesia. Gana +5 [ICON_Strength] si se encuentra dentro o al adyacente a su propio territorio y Gana +5 [ICON_Strength] si el oponente practica otra religión.

Noruega - Ulfhedinn:
Unidad exclusiva de noruega disponible tras el misticismo. Las unidades adyacentes reciben +5 [ICON_Strength] contra unidades sin dañar y +5 [ICON_Strength] contra unidades dañadas. Gana el 50% de la [ICON_Strength] de un oponente abatido como fe[ICON_Faith] si el enemigo a sido derrotado a menos de una casilla.
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About this last one, are you sure that is "Adjacent units receive +5 Combat Strength versus undamaged units and +5 Combat Strength versus damaged units." Isn`t that "+5 Combat Strength always"?

If you need more translations in the future, tell me ;)
 

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About this last one, are you sure that is "Adjacent units receive +5 Combat Strength versus undamaged units and +5 Combat Strength versus damaged units." Isn`t that "+5 Combat Strength always"?

That's a mistake. It should be "+10 Combat Strength versus damaged units".
 
=(snip)
One idea I have is that Ranged could just merge into the Siege line after Field Cannon and I remove/reduce the non-District penalty from Artillery and Rocket Artillery. Why would later Artillery be less effective against units in the field than against cities anyway?
The game wants two ranged classes: one specializes in tactical warfare against military units in the field while the other specializes in, for lack of a better word, "city busting." Pretty clear this means what we have: archers for early tactical, and siege (catapult) vs cities. If we carry that through to today, we still have field artillery (which in real life is both tube and rocket) and then in real world today for city busting we have ballistic missiles like SCUD which are non-nuclear. I propose that you add weapons to MOAR units to replicate this the same way. You would evolve siege from Bombard to a new Siege Mortar, then the later Artillery to V-2 or SCUD, finishing with Rocket Artillery.
Ranged would go from Field Cannon to a new Field Artillery, then to Self-Propelled Artillery (replacing Machine Gun) and ending with a new final unit, Precision Artillery (which would be game equivalent of laser-guided artillery in use today.) This way you could keep the game designers intended Ranged & Siege split.
Of course, if you want, you could indeed merge them but truth be told, the merge should happen around Atomic Era when the concept of siege guns was obsoleted by today's modern very effective artillery and rockets.
 
Could you add the preface "MOAR_" to all your units in this mod and your other moar unit mods so that there is a smaller chance of mods conflicting?

I am pretty sure all you have to open up all your data files, text files and units.artdef

CTRL H
Find "UNIT_"
Match case
All open documents
Replace with "UNIT_MOAR_"
Replace all

Love ur mod could u add a civ 5 style artillery at some point.
 
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Could you add the preface "MOAR_" to all your units in this mod and your other moar unit mods so that there is a smaller chance of mods conflicting?

I am pretty sure all you have to open up all your data files, text files and units.artdef

CTRL H
Find "UNIT_"
Match case
All open documents
Replace with "UNIT_MOAR_"
Replace all

Love ur mod could u add a civ 5 style artillery at some point.
I'm afraid it's not that easy, for example if MOAR Unit reference vanilla units, and that would break compatibility with mods that use MOAR units as a reference or dependency.
 
A few questions about making a new unit:
-How did you get the model for the Camel?
-Can you attach things other than riders atop a camel? (Specifically, a cannon)
-Can you have a different scene for fights? (I would like the camel to be sitting down when fighting, but standing up when moving)

Thanks!:goodjob:
 
I was looking through the tech tree and noticed that there is an opportunity for a new unit to be added to bridge a significant gap. There is no renaissance era cavalry unit. We go straight from medieval knight to industrial era cavalry. I think it would be good if there was a renaissance era cavalry which was more lightly armored than the knight but still using a sword as the weapon, (The new Ironside unit for England is a good bridge for England but the other nations lack such a bridge unit, (which would be weaker of course) . It could be added at siege tactics or metal casting, or alternatively, it could be added on the civics tree at the enlightenment tech.
 
I'm afraid it's not that easy, for example if MOAR Unit reference vanilla units, and that would break compatibility with mods that use MOAR units as a reference or dependency.

Correct. If I'd know this was going to get so popular I would have probably given the Units a unique prefix but now it's kinda too late. If I wanted to fix this I would basically need to launch a new version of the mod which I doubt I'll ever do.
 
A few questions about making a new unit:
-How did you get the model for the Camel?

It is just the Trader's Camel from the base game.

-Can you attach things other than riders atop a camel? (Specifically, a cannon)
-Can you have a different scene for fights? (I would like the camel to be sitting down when fighting, but standing up when moving)

Yes you could say for example attach the Bombard on top of the Trader Camel by editing the Units.artdef but it would look pretty stupid I think and wouldn't animate in the way you want. To get an animated cannon on top of a camel you'd really need to learn how to modify the 3D models and animate them in Blender.
 
Yes you could say for example attach the Bombard on top of the Trader Camel by editing the Units.artdef but it would look pretty stupid I think and wouldn't animate in the way you want. To get an animated cannon on top of a camel you'd really need to learn how to modify the 3D models and animate them in Blender.
Ok, thanks. I will have to try that. I think that if the Bombard looks weird I will use the crouching tiger.
 
Hi Deliverator,

How much time do you think it might take to update the MOAR unit mods on steam. So it works with the new patch that is likely going to be released this week.
Take your time. I`m just asking because you`ve created my most favorite mods for civ 6 :) Loving your work and would like thank all who participated in the works for the MOAR unit mods.

Greetings Daan.
 
How much time do you think it might take to update the MOAR unit mods on steam. So it works with the new patch that is likely going to be released this week.

It's highly likely that the patch will break the Moar Units mods given the length of time since the last patch. How long it will take to fix really depends on how much work is required to make the mods compatible. Might have a slightly better idea when the patch notes are released. I have minimal time for modding in the next 3 weeks so if updating mods requires a lot of work then Moar Units could be out of action for a while. Hopefully the community will figure out what needs to be changed (if anything) quickly and I can turn it around in a short timeframe.
 
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