Steel and Thunder: Unit Expansion

Steel and Thunder: Unit Expansion 1.87

Hi, found some bugs involving siege units:

1. New siege units (trebuchet and self-propelled artillery) can move and attack on same turn;
2. Rocket Launcher (now range) can not move and attack on same turn.
It's due to changes in the March Developer's Update. Deliverator is aware of it. See here and here.
 
I got some errors in Modding.log:
[2360437.546] Loading Mod - ....................................../Documents/My Games/Sid Meier's Civilization VI/Mods/UnitExpansion-1.4/UnitExpansion.modinfo
[2360437.561] ERROR: Invalid file reference in action, did you forgot to add it in <Files>? - Data/UnitExpansion_Config.xml

and later tons (132 to be exact) of this:
[2361217.866] ERROR: Attempted to evaluate a path for a mod that doesn't actually contain that path.

with multiple of this kind of warnings scatered through rest of the log:
[2361555.308] LocalizedText - Loading Text/en_US/Nubia_ConfigText.xml
[2361555.363] LocalizedText - Loading Text/Nubia_Amanitore_Translations_ConfigText.xml
[2361555.380] LocalizedText - Loading Text/Nubia_Amanitore_Translations_ConfigText_China.xml
[2361555.380] Warning: LocalizedText - Error Loading XML.

Trebuchet, Mortar and SPA names and descriptions (also in pedia) are displayed in german.
Other units have EN texts though I'm playing with PL setup. (EDIT: expected since file is not translated)

NOTE: Tested with only this mod in docs folder (and no subscriptions) so I confirm this is not compatibility issue.
EDIT 2: Hand-translated PL localization in attachment. Word of a day: "hipposandal". :D
 

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Thanks @NameArleadyUsed. No one has provided a Polish translation yet so this is the first! Are you able to update it as there are still some missing entries e.g.
LOC_UNIT_SELF_PROPELLED_ARTILLERY_NAME, etc? The best thing is base it on UnitExpansion_LocalisationText_en_US.xml to make sure all the mod text is covered.

I'll tidy up those FrontEndAction entries in the .modinfo.
 
So thats what happened! Missing entries in localization were filled in game by german ones (propably engine-specific fail-safe protection: de_DE is alphabetically first avaliable localization).
After suplementing missing entries no more weird texts in game.
 

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So thats what happened! Missing entries in localization were filled in game by german ones (propably engine-specific fail-safe protection: de_DE is alphabetically first avaliable localization).

Yeah, the alphabetical precedence of de_DE is why it defaults to German - I'm guessing that wasn't a deliberate decision on the part of Firaxis!

I'll include your Translation in the next release. Thanks! :D
 
any plans to bring back the expanded recon promotions rework? the way you had them set up for MOAR was definitely better than vanilla, and ambush in particular needs the change as otherwise it's way OP
 
I thought, and as you confirmed on Steam, the following testing code was the issue with this not working properly:
Code:
DROP TRIGGER OnTypeInsert;
CREATE TRIGGER OnTypeInsert AFTER INSERT ON Types BEGIN UPDATE Types SET Hash = random() Where Type = New.Type; END;
PRAGMA foreign_keys = ON;
Out of my own curiosity, what exactly does this code do?

Additionally, I was wondering a couple things. Why did you change the integer table entries to include single quotes (e.g. '360' instead of 360)? Afaik, there's no practical difference to the game, but using the quotes treats the number as a text string rather than an integer. And, is there a reason for having separate Insert statements for every entry in a block (e.g. Types, Units, UnitReplaces, etc.), instead of combining them into a single statement? Sorry for the questions, but I want to know for my own modding whether there is any practical benefit to doing it this way as it's different than what I've seen others do or if it's just personal preference.
 
The testing code allows the SQL to run outside of the game directly connecting to the SQLLite database to ensure no syntax errors. The SQL code was generated from the old XML by a Python script which is why the numbers have single quotes - there is no functional difference as you say.
 
Hello tried using only this mod v1.5 but the Main Menu glitch happened.
I already used the workaround fix. In attachment the Modding.log file.
It shows following errors:

[34762.402] Applying Component - UNEX_UpdateDatabase2 (UpdateDatabase)
[34762.403] UpdateDatabase - Loading Data/UnitExpansion_Data.xml
[34762.410] ERROR: Failed to release save point.
[34762.445] Warning: Error when calling IComponentHandler::ApplyComponent.
...
[34762.462] UpdateDatabase - Loading Data/UnitExpansion_Data.sql
[34762.464] ERROR: Failed to release save point.
[34762.496] Warning: Error when calling IComponentHandler::ApplyComponent.
[34762.598] Modding Framework - Finished Apply Components
[34762.599] ERROR: Failed to apply enabled components.
[34762.787] Localization database has been updated. Caching data.
[34763.584] Initializing Gameplay DLL.

Thanks in advance for your help.
 

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Deliverator updated Steel and Thunder: Unit Expansion with a new update entry

I love your mods so far, but if you are going to update this mod even further can I suggest some variations in units in the modern era. At the moment every tank looks like a Sherman and every rifleman/ AT crew and machine gunner looks like an American GI. Maybe bring back the T34 and Panzer tanks for players who have chosen Communism/ Fascism as a Government type. Also the infantry models could be changed to look like the Red Army/ Wehrmacht for the appropriate government. Just an idea.
 
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Neither of the Steel & Thunder mods work for me after Spring Update. Hoping for updates to both soon.
 
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).
 
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