Steel and Thunder: Unit Expansion

Steel and Thunder: Unit Expansion 1.87

Is there a way to pick and choose units from this mod? I really want the Explorer and Trebuchet but I don't really want the rest (for now).

You will have to make you're own copy of the mod and remove any references to the Units you don't want from UnitExpansion_Data.sql. Making every unit optional is not something I'm going to do.
 
Nice update! But why didnt u change Impi as well? Do you think it's already ok? Maybe with this change to pikeman and other military tactics units it became a little underpowered...

Ah, that was oversight. I will raise it to 45 combat too.
 
I like the cog ships you have added in the medieval era. So could you add a policy card for producing medieval ships please? It is not a big deal and I know that your mod is not supposed to change policy cards, but you might want to consider adding a policy card for the Naval Tradition Civic in the medieval era.
 
Hey, I haven't heard any update from this mod in a while.
What do you think of the current unit-lines so far?
1. Currently I miss 'naval-bombard' of Galleon, Ship-of-Line, 'the real battleship' - as Frigate -> battleship is iffy.
2. Then there's 'Scout' who has gimmicky promotion tree instead of slow but steady power creep.

Would be nice to hear that you still care about this mod!
(I'm currently on civ6 high as I got collection of nice mods)
 
Hey, I haven't heard any update from this mod in a while.
What do you think of the current unit-lines so far?
1. Currently I miss 'naval-bombard' of Galleon, Ship-of-Line, 'the real battleship' - as Frigate -> battleship is iffy.
2. Then there's 'Scout' who has gimmicky promotion tree instead of slow but steady power creep.

Would be nice to hear that you still care about this mod!
(I'm currently on civ6 high as I got collection of nice mods)

Hi there! I don't have any plans to add more units to this - although I do still care about the mod of course. I think a fair number of people appreciate the more restrained tack this mod has taken compared to Warfare Expanded - which is a great mod but is at the maximal end of the spectrum. To add more units I feel you'd have to get into Tech Tree changes which is something I want to avoid myself.

I'm an considering a tactical change to make Cavalry and Melee more specialized which would be something like:
1) Give Light and Heavy Cavalry -5 penalty when attacking Districts (including City Centers).
2) Give Heavy Cavalry +5 versus pre-Gunpowder Melee units.
 
Hi there! I don't have any plans to add more units to this - although I do still care about the mod of course. I think a fair number of people appreciate the more restrained tack this mod has taken compared to Warfare Expanded - which is a great mod but is at the maximal end of the spectrum. To add more units I feel you'd have to get into Tech Tree changes which is something I want to avoid myself.

I'm an considering a tactical change to make Cavalry and Melee more specialized which would be something like:
1) Give Light and Heavy Cavalry -5 penalty when attacking Districts (including City Centers).
2) Give Heavy Cavalry +5 versus pre-Gunpowder Melee units.

Yes!
that was also another point I felt required some tweaking. These different unit lines had 'different' roles - but the same combat strength and performed similar.

1. Make distinct changes: light cavalry substantially faster (+2 instead of +1 moves)
2. Focus on tactical upgrades as promotions instead of 'heavy' combat strength buffs (particularly anti-cav being too stronk against regular melee after promotions).
 
Deliverator updated Steel and Thunder: Unit Expansion with a new update entry:

1.71 Update

1.71
* Rifleman is now tagged as Gunpowder Melee.
* Updated Russian Translation by Renons.
* Heavy Cavalry +6 vs non-Gunpowder Melee only applies when attacking non-District tiles.
* Fixed: Rifleman now tagged as Gunpowder Melee.

1.70
* Heavy Cavalry now get +6 Combat Strength vs pre-Gunpowder Melee Units.
* Light Cavalry and Heavy Cavalry now have a -6 Combat Strength penalty vs Districts.
* Gatling Gun increased to 400 Cost from 280, reduced to 52/62 base Combat/Ranged Strength from...

Read the rest of this update entry...
 
Deliverator updated Steel and Thunder: Unit Expansion with a new update entry:

1.83 Update

v1.8

* Gathering Storm compatibility - also still compatible with Rise & Fall and base game.
* Units updated to use Civilization-specific colours.
* Rocket Launcher can now move and attack.

v1.81

Fixed base game compatibility.

v1.82

* Reset Machine Gun Range to 1.
* Fix localisation text issues.

v1.83

* Cog and Galleass now require Buttress in GS.

Read the rest of this update entry...
 
Could we see a version that has altered strategic resource costs? Like Strategic Industry or Logical resource requirements - both very necessary mods, but makes a problem: If I integrate your mod, it would appear that some units have strategic resource costs altered, but some not, completely imbalancing resource costs for units.

Could you please upload a version with your own modified resource costs?
 
I am sure I do not understand something so please explain me someone: what is the point of the new unit curaisser? It is almost the exact copy of cavalry and tech-wise is in the same era as neighbor tech. So there are 2 units that are almost copies of each other. What is the point I am missing?
 
I am sure I do not understand something so please explain me someone: what is the point of the new unit curaisser? It is almost the exact copy of cavalry and tech-wise is in the same era as neighbor tech. So there are 2 units that are almost copies of each other. What is the point I am missing?

Cuirassier is Heavy Cavalry promotion class and Cavalry is Light Cavalry promotion class so they are in different unit progression trees.
 
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