Unity Mod

@Jaybe

Undesired production boost to spaceparts. Okay, thanks. I'll check that out.

Yeah, the military academy may have additional XP boosts. I'll take a loot at this later too.

Yes, I know the promotion selection has quite shrunk at certain unit types, but there is not really much else to add without making too many unnecessary specialization, which the AI can't handle at all, again.

Siege Weapons:
- Range: banned because I want to keep more or less plausible differences between unit types
- Medic? Not really! These guys are too busy reloading their guns.
- Mobility? Heck, no! We don’t want catapult chariots
- Bonus vs. Naval? Nah, that’s unnecessary. They are already powerful enough versus ships.
Yeah, that's it. If you got a good idea for a new promotion, I'm listening!

Airplanes:
The problem with airplanes is that I can't test them well because of lack of combat result screen and enemy airplanes to fight with. Air combat is somewhat too complicated to me with all these many special combat types. I'd prefer a fuel system but oh well. Planes get the same combat bonuses like land/naval units. I'm still not sure if that actually works against other airplanes but I guess so.

I see the beginning of unit training this way:
Level 2. Units either do guard duty (Sentry), do medical service (Medic), learn to patrol (Mobility/Range), or how to scout (Scouting, reserved for Recon units only)

Level 3: Either units get further training in the other tier-1 promotion or they have learned how to engage the enemy with Combat I

Level 4: Time to learn Combat I for those who haven't so far or time to train the first specialization: Amphibious, Siege, Ambush, Charge, etc.

And so on. The most powerful promotions are learned later, like March/Repair, and especially Blitz/Logistic for attacking twice.


@Hrnac

Sorry to read that. Attach your v20 saved game here and give me at least one day time to check what's wrong.


BTW: The forum is terrible slow for me at this time, so I can hardly read or reply. I'm currently working on the compatibility to Building Made Fun. It already looks fine together but still needs some polishing.
 
Hrnac, I also get a crash and the log files don't give a clue; or at least I haven't recognized any.

Have you already tested it with another map (script)?
What's strange that your saved game doesn't list a map script name. I've got PerfectWorld 3 installed twice: in the Documents/.../maps folder and the installation/.../maps folder. When I do a save with a game of mine the little round circle of the saved game lists correctly "PerfectWorld 3", yours not.
I've also downloaded and installed my v20 from the web here to make sure it's really the same version.

I also removed later all DLCs from the installation path to see if there are possible mistakes when not all units are accessible. Starting and loading an own game worked, despite a couple of neglected errors in the log file which I try to remove soon.
I've got all DLCs normally installed and supported.


PS: Ah, I forgot that PerfectWorld also exists as mod. After installing the mod, I could load your saved game successfully without crash.
 
v21
- Added compatibility to Building Made Fun mod
- New Units: Jet Bomber, a Modern Bomber Unit with Evasion (50) ability. Can be upgraded to Stealth Bomber but won't become obsolete
- Cost: Atomic Bomb and Nuclear Missile can't be purchased
- Cost: Doubled cost of SS parts
- Resource Requirements: Increased Stealth Bomber's Aluminum requirement from 1 to 2
- Incompatible to v20- saved games

Download


I bet you are also tired about the Stealth Bomber's butterfly speed like me, so I thought about the quick and cool attack animation of the Jet Fighter. Here it is, the Jet Bomber!
To make the Stealth Bomber more difficult/rare to build, I've increased the res-req to 1 Oil and 2 Aluminum for those Civ's who have the res and the patience. Just an increased Production-Cost value wouldn't really help much. Those airplanes are frigging expensive and shouldn't normally be used by some third-world City States.
They still got 10 RangedCombat more, double range and interception avoidance, so they are worth the optional upgrade from Jet Bomber.


Building Made Fun compatibility:

Mods compatible in order: CSD, BMF or TBC, (UT), R.E.D.

It's either BMF or TBC, but not both due incompatibility.

There are also other mods compatible to Unit-Tweaks, which don't need any special compatibility tweaks, like Not Another City States Mod, which is also a very nice mod. Just ask if you need to know about compatibility to other mods.
 
New CS types

Does your Tweaks is compatible with this one ?

CSD = diplomacy for CS
NACSM = new species of CS
 
Lachlan, I read in the Building Made Fun topic that you once mentioned you use a Mac and SQL could cause problems.
My mod uses only simple SQL commands, like DELETE/INSERT/UPDATE with only one CREATE TABLE exception which I could remove maybe.
No clue about Macs, so can't say at all if that could cause any problems for you.

City State Diplomacy Mod v22/23: Yes, I only did few tweaks which possibly don't need changes in future.

Not Another City States Mod v11+: Yes, and it will possibly stay compatible until the end of time. There is nothing interfering with UT and not with CSD AFAIK.

Compatibility
- All changes done by SQL to support other gameplay mods
- Mods included: Barbarians!, Native Terrain
- Mods compatible in order: CSD, BMF or CiVUP+TBC, (Unit-Tweaks), R.E.D., add NACSM here if you like but should work earlier activated too
- Languages compatible: English
- Install and activate Unit-Tweaks after any other gameplay mod
- Unit-Tweaks can't be added to or removed from a game session

Right now, R.E.D. is the only mod (if you like to use it too) which must be activated after my Unit-Tweaks mod.

Here is the guide again if you have trouble making mods work together:

Supported mods won't work together?
Try following method while running the game
:
1. Run the game and go to the Browse Mods menu
2. Install any mods
3. Alt-Tab out of the running game and filebrowse to the C:\<username>\Documents\My Games\Sid Meier's Civilization 5\MODS folder
4. Move every mod folder inside into an empty folder, e.g. \Sid Meier's Civilization 5\Patch or better into a newly created \Sid Meier's Civilization 5\Backup folder. Best to move out each mod's folder one by one, otherwise the mod list isn't always updated
5. Tab back into the game and check if the mod list in the Browse Mods menu is empty
6. Tab out and move every mod folder from \Backup back to \MODS but only one by one in the proper activation order and not all at same time!
7. Tab back into the game and activate all mods in the proper order
 
Hi Mentos,

Im having prob using v21 with TBCv7.2.1.
I cleared cache & user data before enabling mods.
Currently only using TBC with unit-tweaks

Started a new game, at the production screen, can't select new items to production queue. And the row of UI all showing gibberish.

Pls help
 
@ Mentos
A couple 'minor' issues with my current game (UT v21 & Dale Kents Advanced Civ Ranking Popup v1) in late game. I had done the reinstall mods procedure ALMOST literally per instructions (I think; it was several days ago, but there IS a little room for ambiguity ;) ).

And now to the issues:
1) Jet Bombers can't rebase: the command is there, but no destinations are available regardless of range.
2) Mobile SAM can't garrison cities: command is unavailable when in city; the unit icon never moves to the 'garrisoned side' when entering a city.

Mentos, if you could investigate at your next opportunity ...,
I will do the mod reinstall again once this game ends, but the only way I have gotten to the late game is by PLAYING from the ancient start, the world large, and the speed is ... epic. :D
 
1) Thanks, I'm still trying to figure out why the heck...

2) Mobile SAM works here. I can park it in a city, icon moves upper-left, and city defense is increased. It also worked in a conquered CS.
Invisibility often seem to cause trouble but this time not; at least not in two test-game and before.

You could download the "Have Fun !" cheat-tool here in the download section and do a quick test starting a new game. Cheat yourself a Mobile SAM and check it out if that also happens there.
Make sure you deactivate/remove "Have Fun !" again before you load your old saved game of the previous session, because you'll get a crash otherwise. This tool can't be added to a running game.

Becareful with reinstalling. The more mods you have/had installed, the easier a saved game gets messed up. Talking about own experience. :mischief:
 
v22
- Barbarians: Minimum distance between camps decreased from 7 to 4
- Barbarians: Odds of new Barbarian camp spawning decreased
- Cost: Unit Maintenance depending on many factors instead of only unit-number and turns passed:
- Cost: Ancient/Classic/Medieval: 1, Renaissance: 2, Industrial: 3, Modern: 4, Future: 5, Naval/Mounted/Mechanized/Air-Transport/Mercenary: +1, +1/Natural-Resource, Recon/Unmanned: -1, One-Shot: -3
- Resource Requirements: Modern Armor requires no more Aluminum besides Oil
- Resource Requirements: Gunship Helicopter requires Aluminum besides Oil
- Movement: River Extra Movement: 2 (10)
- Attributes: "Hovering Unit" includes "Can Move After Attacking"
- Attributes: Panzer received "Quick Study" earning experience 50% faster
- Attributes: Carrier received "Can Carry 4 Cargo" instead of "Can Carry 3 Cargo"
- Recommended to start a new game if a saved one from v21 is already around Industrial/Modern Era

Download


About the Jet bomber bug posted earlier:
I've already created almost 40 new land and naval units by SQL in this mod and have no clue why the Rebase option of new aircrafts doesn't work. However, it works fine if I create the aircraft with XML, so I had to move this unit creation to an extra XML file.
Best you start a new game if already around Modern Era, otherwise you could have Barbarian Chariot Archers playing Ben-Hur on your Aircraft Carriers. I don't want to know what happens to the Barbarian Submarines turning into Jet Bombers...

The new maintenance system is maybe somewhat easier to understand than the weird vanilla formula. Things to consider:
- Maybe it looks a bit expensive at beginning (1g/unit vs 0.5g/unit) but should become cheaper the longer you play and the more units you build compared to vanilla
- Settlers and Scouts are free, so you can fire off as many as you like. They live off the lands. Only the Outrider upgrade with Horse later starts with 1g
- You need to play with CiVUP/TBC or BMF, which includes the CiVUP since 10.2, to read the maintenance values

The Helicopter Gunship has become so powerful that I have moved the Aluminum from the Modern Armor to the flyer. In reality, one gunship costs like 2-4 tanks, so I think it's okay for that unit which I feel performs quite similar in the game like in reality now.
 
- Cost: Ancient/Classic/Medieval: 1, Renaissance: 2, Industrial: 3, Modern: 4, Future: 5, Naval/Mounted/Mechanized/Air-Transport/Mercenary: +1, +1/Natural-Resource, Recon/Unmanned: -1, One-Shot: -3

So a Mech Combat Engineer would cost 4 (Modern) + 1 (Mechanized) + 1 (requires Iron) =6 (or 7 in Future era);
a Heli Gunship 4 (Modern) + 1 (helicopter) + 2 (requires oil & aluminum) =7 (8 in Future era);
and each Guided Missile 4 (Modern + 1 (type?) - 1 (unmanned) - 3 (one-shot) =1 (2 in Future)?

I commend the increased upkeep of specialty units such as marines, engineers ...
and particularly stealth bombers (for which maintenance man-hours/flight hour are HIGH).
 
Guided Missile would be mechanized. Yes, 1g is correct there. Atomic Bomb would be 2g (replace mechanized with air-transport + 1 uranium) and Nuclear Missile 3g (mechanized + 2 uranium). Those costs are quite cheap compared to units which have to be fed, paid, and maintained (entertained) all the time in reality.
It&#8217;s still a prototype of a maintenance system and likely to change.

I should have mentioned that those era costs are the base cost from which era every unit originates. Each unit maintenance cost will stay the same throughout all eras.
As far as all units will more or less become obsolete until Modern Era, the cost should rise whenever you upgrade or buy newly researched units. Ancient->Medieval is still the same to give you more gold to build up your civ.
However, if you think you could stick with Warriors (pawns) until Modern and Future Era and win the game, then you will become a rich guy but will most likely be targeted by all other civs to be conquered soon.

I know it's not perfect. Workers will stay at 1g all the time, so you could gather hundreds later compared to vanilla. I don't know if it's really worth it to create several worker dupes with increased costs because of that.

PS: Yeah, all maintenance cost differences are beyond what is paid in reality, similar with all those building maintenance costs which are handled the same. Those increased resource requirements of certain unit types are already penalty enough. Marine, Engineer, and the Stealth Bomber already cost 1g more due 1 additional resource compared to similar units.
 
I would think that a smaller (than vanilla) unit cost inflation would still apply. Could be awkward to portray the costs to the player, though.

My 'dream' for maintenance costs is (after game code is released) that there be ADDITIONAL costs for unit actions; e.g., +2 for attack, +1 for defense, +1 for movement.* Something of that sort.

* Addendum: Or each HP of healing costs 1 gold. Of course, regardless of method the AI would have to be taught to at least not shuffle their units needlessly and along NON-road/rough terrain routes.
 
At first I feared the greater siege range would make taking cities a lot easier, and I was soon proven right. Only it was my city that was taken by a rampaging AI :blush:
Sometimes they love siege to death, sometimes its just mindless suicide waves. Haven't played around much, but I guess not having siege require resources is certainly beneficial here :)
 
The AI didn't really build too much arty in my last session. Yes, conquering cities can get really fast with sheer unlimited siege weapons, but on the other hand they can easily be smashed by other units.
The increased range of siege weapons is actually good because the AI won't move them often too close to melee-units.
You normally pick the Range upgrade with those sooner or later in vanilla anyway. There is no Range promotion in UT, so all range differences stay the same which looks and works pretty fine, I think.

Note that the Cannon has currently the wrong combatclass that's why you see different/wrong promotions there. I tend to skip siege weapons that's why I hadn't noticed it until watching CS with those.

The new maintenance system looks okay in a long session. Unlike before, I never really ran out of money with the BMF mod but had hardly ever more than +100g/turn either in my last session on a tiny map.
 
The AI didn't really build too much arty in my last session. Yes, conquering cities can get really fast with sheer unlimited siege weapons, but on the other hand they can easily be smashed by other units.

What frustrates me no end is when the AI brings ONLY siege to take a city. I've seen it happen often enough, too.
 
Yes okay, this is tactical AI behavoir crap from vanilla which I haven't changed so far (and don't really know how to fix). The AI maybe creates battlegroups from whatever available units in the area, possibly don't really know what's inside, and pushes on.

Well, dunno what to do there. I could reduce the general flavor to build siege weapons. At least in my last session, the balance looked okay. Engineer/Marine units were also nicely built by the AI. I still doubt though the AI can/will actually build roads or forts with engineers. I've never noticed that so far at least.
I'd have to edit each leader then similar like I did with Archer/Naval and the Barbarians which City States share unfortunately the same (barbaric) leader. Or I better try to reduce each siege weapon's build-flavor first and see how that works.

PS: If you notice certain leaders doing excessively siege-only attacks then please tell me which one. For example, China, England, and India have a quite high Ranged flavor which could possibly make them rather build and attack only with siege weapons.
 
v23
- Fixed two minor bugs


Download


This mainly only fixes the Cannon promotions. I'm going to check out the AI siege weapon excess for the next version.


PS: I think I alread know why a civ like Atzecs builds only catapults at beginning because this unit's flavor (priority) is set too high compared to other units. Even the Trebuchet has lower values. I'm going to adjust those priorities carefully without making too much differences to vanilla, otherwise it could conflict with building flavors maybe.
 
Hey, I just registered here, but I've been lurking for a while now.

I really like the changes you made with this mod, but I'm having a few issues. Even though I followed your installation instructions to the letter, RED is being very difficult. The new units that were added by RED maintain their own stats and promotions, while yours do not. Also (unsure if its caused by a conflict or a particular mod), even on easy difficulties, other civs end up accumulating production, science, military size, etc. on scales way, way more than I can, even if I'm twice as big a civ as the others. The only mods I have enabled are RED and yours, and the only DLC I have is the Mongolian one. And I usually start either in the Industrial or Modern era.

Edit: I solved it. Just tried reloading it about 20 times and now its working. And the issue with the civs is resolved too.
 
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