Moar Units Mod

MOAR Units Mod 1.2

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.
Updated Russian text for Moar units. Added new texts, fixed some misc. mistakes and etc.
 

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You have talked a lot about the problems with balancing the sniper. I think one way to do this would be by making it only good against the melee class. For this to be balanced I think these changes need to be made.

Current upgrade path
Melee --- Infantry >> Mech Infantry
Light Cav --- Cavalry >> Helicopter

Changed upgrade path
Melee --- Infantry >> Modern Infantry (a modified version of SASR from Even more units Australia)
Light Cav --- Cavalry >> Halftruck (WW2 half truck, Wolfdog made a good one.) >> Mech Infantry
Light Cav --- Helicopter

Snipers would be weak against all but melee troops making them more situational but still useful.
 
Oh man. I really hope you can update this one soon. Going back to playing without Moar Units is rough as hell. Haha. It adds so much depth and interesting elements to the different civs!
 
There seems to be small bug in your modinfo file that causes an error message in Modding.log: [2449119.636] ERROR: Invalid file reference in action, did you forgot to add it in <Files>? - Text/es_ES/MOAR_Units_GameplayText_es_ES.xml

The file itself seems to be included in the mod however so maybe its because you have this reference in the Files section of the modinfo file "<File>Text/de_DE/MOAR_Units_GameplayText_es_ES.xml</File>"

\Skodkim
 
There seems to be small bug in your modinfo file that causes an error message in Modding.log: [2449119.636] ERROR: Invalid file reference in action, did you forgot to add it in <Files>? - Text/es_ES/MOAR_Units_GameplayText_es_ES.xml

The file itself seems to be included in the mod however so maybe its because you have this reference in the Files section of the modinfo file "<File>Text/de_DE/MOAR_Units_GameplayText_es_ES.xml</File>"

\Skodkim

Thanks @skodkim, I'll fix that up.
 
@Deliverator

The Last version works with the Summer Patch :woohoo:

There is however still some kind of error related to the file MOAR_Units_GameplayText_es_ES.xml. Guess its only a problem if you use the Spanish version of the game.

Spoiler From Database.log :

[2712425.524] [Localization]: While executing - 'insert into BaseGameText('Tag', 'Text') values (?, ?);'
[2712425.524] [Localization]: In XMLSerializer while inserting row into table insert into BaseGameText('Tag', 'Text') with values (LOC_PEDIA_UNITS_PAGE_UNIT_HIRDMAN_CHAPTER_HISTORY_PARA_1, El hird , en la historia de Noruega, era un séquito informal de compañeros de armas durante la Edad Media,? a veces también llamados huscarles, pero lejos de ser un núcleo fuerte de "guardias" al servicio de la corona como ejército real, desarrollaron un tipo de corte noble más cercana a una unidad familiar. Cuando el hird real noruego evolucionó a una corte formal, los hirdman ostentaban el rango más alto y se les permitía compartir asiento en los consejos reales (la forma feudal de un gabinete de consulta) y con derecho a palabra en asuntos de gobierno y otros temas importantes., ).
[2712425.524] [Localization]: In XMLSerializer while updating table BaseGameText from file MOAR_Units_GameplayText_es_ES.xml.
[2712425.524] [Localization] ERROR: UNIQUE constraint failed: LocalizedText.Language, LocalizedText.Tag


God job on the mod! :thanx:
 
@Olleus You aren't the only one to get lost in the new art system! Your Units.artdef looks OK on the face of it so I guess the problem is with your .modinfo or .dep file. I'm not sure whether you are still editing your .dep file by hand or using Modbuddy to auto-generate it from the Mod.Art.xml? If you are using Modbuddy and Mod.Art.xml then I think you need both Units.artdef and Unit_Bins.artdef to be referenced like this:
Code:
    <artConsumers>
        <Element>
            <consumerName text="Units"/>
            <relativeArtDefPaths>
                <Element text="Units.artdef" />
                <Element text="Unit_Bins.artdef" />
            </relativeArtDefPaths>
            <libraryDependencies>
                <Element text="Unit"/>
                <Element text="VFX"/>
                <Element text="Light"/>
            </libraryDependencies>
            <loadsLibraries>true</loadsLibraries>
        </Element>

Your UpdateArt action in Modbuddy needs to be set to (Mod Art Dependency File) as shown below and then your .dep file will be created by the build. See here for more background on Mod.Art.xml or here for a working Modbuddy project (you don't need any of the .xlp/.blp stuff because the Rifleman only uses Unit Attachment Bin(arie)s (3D Assets) from the base game.

If you get really stuck you can send me a link to your project and I can take a look.

Mod.Art.xml_setup.png
 
Hey, I installed 1.03 as your instructions state yet no new units are turning up. On the loading screen for the civ. there is only the vanilla units and when I check the tech tree its all vanilla units being shown whilst your units are not turning up. I unzipped the file and pasted it in the mods section, then enabled it in additional content. Do I need to do something else? I installed you 0.1 version and the units turned up (e.g camel archers for arabia) but they had no unit symbol. Have I installed 1.03 wrong or is it just my version thats wrong. Thanks
 
@Deliverator
Hi, i've done an initial Italian translation of the units names and descriptions. i've included those of moar units + 4x even moar

Grazie Mille! I'll include this in the next round of updates. :)
 
@Deliverator
Hi,
Have you considered expanding basic naval units tree? It's terribly empty at the moment, some eras lack their own ships and some of the choices developers made seem pretty hasty and unpolished.

For example caravel is main melee unit in renaissance era, while it was actually used mainly as exploration and small transport vessel.

Also you could reapply the old but gold naval transport system from Civ 4: land units cannot embark but can enter water tiles with naval units and travel with them. That could be optional of course, since normies grown on Civ 5 would cry too much if it was obligatory.

I could help with development, balancing and testing.
 
While Ranger has 0 Ranged strength, Bandeirante has 60 Ranged strength.
Is it intended?

Mmmm. Yes, this is a bit weird and the feedback has been that the Bandeirante is too strong at the moment.

My rationale for removing the Ranged attack from the Ranger is that it was odd having it be the only unit in the Recon line with a Ranged attack.

The line is currently:
Scout > Explorer > Ranger > Recon

Recon UUs:
Scythian Amazon Scout replaces Scout
Bandeirante replaces Ranger

If I have time I would like to also add a Drone unit (UAV) at Robotics.

I'm open to changing the stats and abilities of the Ranged units. Does anyone have any suggestions?

Hirdman gains Gold instead of Culture.
Gold? Culture?

It should be Culture. I'll fix it. Thanks!

@Deliverator
Have you considered expanding basic naval units tree? It's terribly empty at the moment, some eras lack their own ships and some of the choices developers made seem pretty hasty and unpolished.
For example caravel is main melee unit in renaissance era, while it was actually used mainly as exploration and small transport vessel.
Also you could reapply the old but gold naval transport system from Civ 4: land units cannot embark but can enter water tiles with naval units and travel with them. That could be optional of course, since normies grown on Civ 5 would cry too much if it was obligatory.

The most I've thought about is adding the Civ 5 Galleas in somewhere.

I'm not going to be the person to overhaul the naval mechanics completely and in any case I'm doubt we can do a complete overhaul until the DLL source code is released (probably 2 years away).
 
I've noticed the Anti Cavalry Boost section in MOAR_Units_Data.sql has a duplicate of a line of code that modifies the Bandeirante, is it possible that something else was supposed to be in its place?
 
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