Unity Mod

Yup, sometimes, the best way to solve a problem is to remove it.
Compared to all the other settings, this change looked too unnecessary to break my mind how to make it work better.

If there is something else, just drop a line.
 
Yup, sometimes, the best way to solve a problem is to remove it.
Compared to all the other settings, this change looked too unnecessary to break my mind how to make it work better.

If there is something else, just drop a line.[/QUOTE

Just wanted to say again... thanks! Didn't want you to think your alpha-testers didn't appreciate all of your hard work :goodjob:

A good mod is like a great work of art- the people who just see the finished product, don't get to see all the wastebasket-fulls of wadded-up sketches and discarded ideas that went into making it ;)
 
My first mod-attempt so I have to ask a noob-question; what do i do to this file after downloading it:crazyeye:
 
A good mod is like a great work of art- the people who just see the finished product, don't get to see all the wastebasket-fulls of wadded-up sketches and discarded ideas that went into making it ;)
Yeah, you should have seen the long list of many other Civ traits I had created and removed the last weeks. Such changes have a lot more impact than a few Range or Movement ones.

unfairlane, you need to copy the *.mod file into your my documents\my games\Sid Meier's Civilization 5\Mods folder. In game, you have to install the mod in the mod browser menu then.


PS: I’m thinking about pushing the Reinforcements/Instant Heal back to Combat/Skirmish III as requirement, so the AI won’t waste a useful promotion that easily. I haven’t really paid attention to that so far if the AI often uses this heal ability. I’d rather have the AI gain a true promotion and rest to heal instead of pushing on with healed weenie units.
I don’t know how often other players actually use that heal, because I hardly ever need it.
 
What comes next?

New Units
- Marine, an Industrial Infantry Unit with Amphibious and Embarked Defense promotion

Combat Strength
- Marine: 36 and received "Amphibious" and "Embarked Defense" (no combat penalty for attacking from sea or river, +10% Combat Strength, can defend while embarked)
- Commando: 36 (40) and received "Skirmish I" (+30% Attack and +30% chance to withdraw)
- Paratrooper: 36 (40) and received "Combat I" (+20% Combat Strength)

Resource Requirements
- Mechanized Infantry: 1 Oil

Obsolete & Upgrades
- Scout -> Outrider -> Harbinger -> Skirmisher -> Mounted Infantry (won't become obsolete) -> Scout Helicopter
- Infantry (won't become obsolete) -> Mechanized Infantry


As overview, for industrial-modern warfare you got following basic infantry units available until the end of time:

Infantry (Replaceable Parts) will stay as the basic infantry unit which can be upgraded to stronger Mechanized Infantry (Electronics) if Oil is available, especially later in Modern Era when many units switch from Oil to Aluminum.

Mounted Infantry (Railroad) will be the fast invisible scout unit, requires Horses which are otherwise not needed anymore, can be upgraded to stronger Scout Helicopter (Computers) if Aluminum available.

Additionally, three specialized infantry units are available which cost no resources but can't be upgraded any further
- Marine (Refrigeration), infantry trained for amphibious assault
- Commando (Plastics), invisible trained scout infantry with paradrop ability, can’t capture cities
- Paratrooper (Radar), trained infantry with paradrop ability
 
PS: I’m thinking about pushing the Reinforcements/Instant Heal back to Combat/Skirmish III as requirement, so the AI won’t waste a useful promotion that easily. I haven’t really paid attention to that so far if the AI often uses this heal ability. I’d rather have the AI gain a true promotion and rest to heal instead of pushing on with healed weenie units.
I don’t know how often other players actually use that heal, because I hardly ever need it.

Personally, I would love to see the 'insta-heal' promotion option completely removed, for player and AI. I never use it, because promotions are so critical, I feel it is a total waste to blow it on healing. If a unit is about to die, I remove it from combat if at all possible. If one of my units dies in combat, it's only because the enemy wore it down before my turn came around to give me the opportunity to retreat it. And I really, REALLY hate it when I've spent an awful lot of effort and blood to wear down an opponent, and it'll only take one_more_turn to finish him off... and BAM! He promote-heals to full health and screws up my entire war effort. Hate that. Very very much.

Did I mention I hated that? A lot??
 
Scout -> Outrider -> Harbinger -> Skirmisher -> Mounted Infantry (won't become obsolete) -> Scout Helicopter

Playing with the current version of your mod, last night, I discovered that when you use an Outrider or Harbinger (probably ones past that too, but my game is still in earlier times) to attack a barbarian camp that is holding a captured worker or settler, you always end up killing the worker or settler, along with the barbarian unit. Is this intended to be that way? Or is it a bug? I sure hope it's a bug, cuz I sure coulda used those civilian units. If it is intended to be that way... why?
 
Playing with the current version of your mod, last night, I discovered that when you use an Outrider or Harbinger (probably ones past that too, but my game is still in earlier times) to attack a barbarian camp that is holding a captured worker or settler, you always end up killing the worker or settler, along with the barbarian unit. Is this intended to be that way? Or is it a bug? I sure hope it's a bug, cuz I sure coulda used those civilian units. If it is intended to be that way... why?
Congrats, you have discovered a weird bug! :goodjob:

I have no idea yet why capturing with the new units doesn't work. If I do then I'm going to fire off a new version asap.
I know from Minor Civs that Settlers vanish if they capture those, but those don't produce Settlers and hardly ever leave their territory anyway, so it's not that severe.

About the magic Instant-Heal: I wouldn't have a problem to remove it completely too. After "Combat/Skirmish III" available would be a compromise if someone else can't live without it.


PS: Uhoh, looks like it's again the Invisibility.
PPS: No, it's actually only the "Can't Capture Cities" attribute. Interesting, I'm going to do further tests.
PPPS: Yup, it's a vanilla semi-bug of the "Can't Capture Cities" (NoCapture parameter) attribute what only the vanilla Helicopter Gunship normally has. It also prevents capturing units.
I can't really do anything there if we like to play on with the "Is Invisible (x)" feature what bugs with capturing cities. It's all capturing or nothing. Doh, what a vicious circle! :(

I'm going to rename the attribute/promotion to "Can't Capture Cities and Units", so you are warned.
 
v10
- New Unit: Marine, an Industrial Infantry Unit with Amphibious and Embarked Defense promotion
- Mounted Infantry won't become obsolete but can still be upgraded to Scout Helicopter
- Infantry won't become obsolete but can still be upgraded to Mechanized Infantry
- Renamed "Can't Capture Cities" promotion to "Can't Capture Cities and Units", because both can't be captured with this attribute. Captured Civilian units will be destroyed.
- "Instant Heal" promotion removed
- Replaceable Parts (Infantry) needs Rifling (Rifleman) as prerequisite
- Railroad (Mounted Infantry, Arsenal) needs Military Science (Cavalry, Military Academy) as prerequisite
- Refrigeration (Marine) needs Replaceable Parts (Infantry) as prerequisite
- "Mountaineer" promotion additionally ignores terrain cost on Snow next to Hill
- Few changes to Obsolete & Upgrade of units
- Some changes to Resource Requirements
- Several changes to Terrain Modifiers
- Many changes to Civilization traits
- Carrier and Battleship received "Extra Sight I", and Missile Cruiser "Extra Sight II"
- Added some TBC mod v7 compatibility-tweaks
- See mod description for details
- Incompatible to v9- saved games

Download


Resource Requirements
Especially Iron (as steel) is furthermore useful in industrial and modern era now by the continuation of iron requirement of siege weapons and ships. All air units will use Aluminum, while all industrial and modern heavy ground and ship units need Oil.
The unit upgrade flow is smoother then with a more consistent resource usage depending on what resources are already covered. Otherwise, you can get too easily stuck with obsolete units if more modern resources are still missing.

Civilization Traits
- To prevent any undesired general combat strength increases by some traits due to my promotion system changes, I’ve created a bunch of new dweller attributes with small terrain-specific bonus which should reflect the terrain adaption of certain civilizations.
- I’ve checked the real world abundances and reserves of the game’s used strategic resources in the web and added those as an additional bonus. Doubly quantity of Coal to America and Aluminum to China completes what has been started with Arabia and Russia.
- England got an additional trade bonus in form of food and culture from friendly city states, basically the half what Siam gets. It should present the (British) Commonwealth of Nations and should go well together with naval exploration of city states.

TBC v7 Beta
I’ve already included several compatibility tweaks for v7, but note that this TBC version is still in works and receptive to changes what my tweaks possibly won’t cover in the next build. I try to update my mod asap if further changes are necessary.
 
v11
- "Rough Terrain Penalty" includes a -50% Combat Strength penalty in rough terrain
- "Embarked Defense" Combat Strength increased from 5 to 20
- "Survivalism" of Recon units includes the ability to use enemy roads and railroads
- Bug and TBC v7b5 compatibility fixes

Download


The tanks really needed a combat strength penalty in rough terrain to give infantry units more chance.
I wish I could adjust the "Embarked Defense" combat strength better, like increasing with tech, but there is only one global variabel to define.
 
Is v12 compatible with the recent patch and Thal´s 7.0 version?

Thanks for your effort
 
Yes, v12 still should be compatible to 7.0 non-beta.
v13 with dozens of changes and additional new units is still in the works.
 
v13
- New Units: Longship, a Danish Classic Naval Unit, capable of entering deep oceans and faster than the Trireme, which it replaces
- New Units: Huscarl, an English Medieval Era Melee Unit with Bonus vs Mounted (50), replacing the Longswordsman (if DLC04 "Denmark - The Vikings" installed)
- New Units: Galleon, an early Renaissance Naval Unit (if DLC02 "Spain & Inca" installed)
- New Units: Sapper, an early Renaissance Infantry and Worker Unit with Siege promotion and ability to construct roads, railroads, and forts (Build animation missing)
- New Units: Seaman, an early Renaissance Infantry Unit with Amphibious and Embarked Defense promotion
- New Units: Ship of the Line, a Renaissance Naval Unit
- New Units: Man-o-War, an English Renaissance Naval Unit with +20% Bonus when adjacent to a friendly unit and stronger than the Ship of the Line, which it replaces
- New Units: Mariner, a Renaissance Infantry Unit with Amphibious and Embarked Defense promotion
- New Units: Pioneer, a Renaissance Infantry and Worker Unit with Siege promotion and ability to construct roads, railroads, and forts (Build animation missing)
- New Units: Combat Engineer, an Industrial Infantry and Worker Unit with Siege promotion and ability to construct roads, railroads, and forts (Build animation missing)
- New Units: Mechanized Combat Engineer, a Modern Infantry and Worker Unit with Siege promotion and ability to construct roads, railroads, and forts (Build animation missing)
- New Units: Mechanized Marine, a Modern Infantry Unit with Amphibious and Embarked Defense promotion
- Barbarians: Adjusted what units Barbarian camps can spawn
- Barbarians: Unique icon for Barbarian Naval units if DLC02 (Spain & Inca) and TBC or Barbarians! mod (otherwise only Galley supported) installed
- Barbarians: Unique Barbarian Frigate "Privateer" graphic and icon if DLC02 (Spain & Inca) and TBC or Barbarians! mod installed installed
- Cities: Increased City Hitpoints from 25 to 30 and reduced City base heal/turn from 2 to 1
- Resource Requirements: Many changes making especially complex Industrial and later units difficult to produce and strategic resource trade important
- Combat Modifiers: NonCombat Unit Ranged Damage increased from 4 to 5
- Cost: All converted Barbarian units cost quantity of resources normally required in the square extra Gold/turn until upgraded (e.g. 1r = 2g, 2r = 5g, 3r = 10g. Affects only some TBC or Barbarians! mod units)
- Cost: Landsknecht costs 2 Gold/turn instead of 1 to maintain
- Movement: Moved first Embarked Movement bonus from Astronomy to Navigation
- Movement: Reduced Movement of Trireme from 4 to 3 and Caravel from 5 to 4
- Movement: Chariot units received "Can Move After Attacking"
- Movement: Tank/Armor units received "City and Rough Terrain Penalty (50)": 50% Penalty Attacking Cities and -50% Combat Strength penalty in Rough Terrain. Entering Rough Terrain consumes all Movement
- Range: Increased Range of later era units to set their real range better apart from earlier era units. Removed "Range" promotion to keep the proper differences
- Range: Mobile SAM received "Ranged Attack Penalty (75)" instead of "Land and Naval Penalty (50)"
- Visibility: Galleon, Frigate, Ship of the Line, Man-o-War, Ironclad, Carrier, Battleship, and Scout Helicopter received "Extra Sight I"
- Obsolete: Some changes in Modern Era, especially to infantry units, to reduce the number of available units. At beginning of Future era, you should only see what's available 2011 in reality
- Attributes: "Hovering Unit" includes +200% Defense vs Siege Weapons
- Attributes: Mohawk Warrior received "Ignore Terrain Cost" but lost the Jungle bonus
- Attributes: "Survivalism" gives +60% chance to withdraw instead of +60% Defense
- Attributes: "Ranged Attack Penalty (75)" of (Jet) Fighter units and Mobile SAM received an additional +75% Attack bonus versus Helicopter units
- Attributes: "Rough Terrain Penalty", what ends turn when entering rough terrain, has no more a 50% Combat Strength penalty what also affected Ranged attacks
- Attributes: Slinger received "Penalty Attacking Cities (25)" like any other Archer unit
- Attributes: Mounted and mounted Recon units received "Bonus vs Melee (10)"
- Attributes: Landsknecht received "Bonus vs Melee (50)"
- Attributes: Lancer units received "Bonus vs Mounted (50)"
- Attributes: Man-o-War received "Line of Battle": +20% Bonus when adjacent to a friendly unit
- Attributes: "Bonus vs Submarines (50/100)" changed to "Attack vs Submarines (50/100)"
- Attributes: Submarine and Nuclear Submarine received "Submerged": +200% Defense vs Surface Attacks. Normal Defense vs Domain Air, Helicopter Gunship, Destroyer, and Nuclear Submarine
- Attributes: Ironclad, Destroyer, Submarine, Battleship, Nuclear Submarine, and Missile Cruiser received "Explosive Shells": +50% Attack vs Wooden Ships
- Attributes: Ironclad, Destroyer, Submarine, Carrier, Battleship, Nuclear Submarine, and Missile Cruiser received "Armored Ship": +50% Defense vs Cities, Wooden Ships, and Land Units
- Attributes: Galleon, Ship of the Line, Man-o-War, Ironclad, Carrier, Battleship, and Missile Cruiser received "Capital Ship": +50% Combat Modifier vs Cities, Non-Capital and Non-Submarine Ships
- Attributes: Changed Combat and Range Combat strength of Renaissance and later ships
- Attributes: Missile Cruiser received "Can Carry 4 Cargo" instead of "Can Carry 3 Cargo"
- Promotions: Removed the new promotion categories of Anti-Aircraft/Tank Gun, Scout Helicopter, and Mobile SAM to fix the missing attack animations
- Promotions: Scout Helicopter and Anti-Aircraft/Tank Gun units receives the same promotions as Recon units and Helicopter Gunship respectively
- Promotions: Slightly rearranged promotion path of unit types
- Promotions: At least one specialized promotion of the highest tier must be picked before a general promotion can be gained which further unlocks a higher tier of specialized promotions
- Promotions: Every earnable promotion includes a combat modifier versus cities
- Promotions: Added support of the new icons in TBC for the land dweller attributes
- Promotions: "Blitz" gives 1 extra attack instead of as many attacks as Movement points available
- Promotions: "Siege" (ground & air version) additionally gives +20% Attack versus Fortified Units what nullifies one fortification level (2 max)
- Promotions: "Indirect Fire" changed into a unique attribute of Destroyer, Artillery, Battleship, Mobile SAM, Helicopter Gunship, Rocket Artillery, and Missile Cruiser
- Promotions: "Supply" of Naval units heals only 1 Damage/turn instead of 2 and won't increase Movement by 1 anymore what was undocumented
- Promotions: Naval units can receive "Repair" after "Supply" and "Combat II" to repair on the move
- Promotions: New "Stealth" promotion for Recon and AA/AT units with same function as "Charge"
- Traits: Denmark: "Viking Fury", all military naval units receive a +30% bonus versus Cities
- Incompatible to v12- saved games


Download

Enjoy! :D
 
Thanks for the update!

Is it ´possible to make your mod compatible with the "city states diplomacy mod"?

This would be very good, because when i activate the both, all units have two promotions from the csd mod: +2 movement, ignore terrain, can enter rival territory..

waay too op:(
 
While trying to make UT compatible to CSD, it looks like that I stumbled onto the unit promotion/attribute limit of the game. I exactly hit it with v13 in combination with the TBC mod. CSD introduces a few more promotions, that's why I haven't noticed it before.

I still need a confirmation if it isn't anything else than a limit. I created a test-mod here if someone likes to check this.

It would really suck if I actually hit a limit. Then I’d have to redesign and merge some attributes and promotions to prevent any future accident, especially with official DLCs which introduce more unique unit attributes.
 
v14
- Added compatibility to City State Diplomacy Mod (CSD)
- Attributes: Reduced the number of new attributes due limit mainly by merging unnecessary duplicates to a single attribute
- Attribute: Spearman units received "Bonus vs Mounted (50)" while Pikeman units received "Bonus vs Mounted (50/100)": 50% Combat Bonus vs Mounted or 50% Attack and 100% Defense Bonus vs Mounted
- Attribute: Moved the ability to always enter rival territory to "Survivalism" of Scout units
- Attributes: "Bonus vs Melee (10)" of Mounted units replaced by an added +10% Combat Bonus versus Melee in "Can Move After Attacking" what affects Chariot, Mounted, Mounted Scout, and Armor units
- Attributes: Landsknecht received "Combat I" instead of "Bonus vs Melee (50)"
- Attributes: Merged "Explosive Shells" with "Armored Ship": 50% Attack Bonus vs Wooden Ships. 50% Defense Bonus vs Cities, Wooden Ships, and Land Units
- Promotions: "Ambush" promotion is always available and includes a bonus versus Mounted next to Armor units
- Traits: Denmark: 30% Combat Bonus versus Cities replaced by "City Assault" with 30% Attack Bonus versus Cities
- Incompatible to v13- saved games

Download

If you like to play with CSD, TBC, and UT together then install and activate them in this order.
 
Thank you very much!

Starting a new game right now, hoping the promotion system works fine;-)


maruosch
 
New problem:-( :

Played two hours, paused and reloaded game.. Runtime error. Had this prob with ut 13 and csd 17 (16?), problem was solved with csd 20.

Played with ut14, tbc7.0 and csd20. Loaded ut at last. Could that prob have something to do with using Firetuner (cheat at the beginning like KI)? Other installed mods: R.E.D modpack and Perfect world.

I´ll appreciate your help, Mentos.

edit: or am i doing something wrong? Is there a special way to change the load order of mods than the ingame browser?
 
It's my fault that loading a saved game doesn't work. Running a game works perfectly. I'm currently investigating. There is no error log I can check when the game does such crashes, so that will take a while.
 
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