Unity Mod

Lovin' this mod, Mentos.

Especially the increased range for siege units and the combat engineer units.

But most of all, I'm glad that you streamlined the unit promotions. Makes much more sense now.

Thanks, and keep up the good work!
 
Thanks, but Unit-Tweaks v23 isn't up to date with patch 1.332 yet. I'm still working on Unity Mod v1, the successor, which also includes more AI and building changes.

The other supported mods aren't also fully up to date to the patch yet, so compatibility couldn't be guaranteed. I'd like to wait a bit for the other mods, but maybe I'm going to release something earlier.
There will also be an official hotfix soon, but I don't think it will affect gameplay changes so we have to start from scratch again updating stuff.

The promotion system is the heart and soul of my mod. It maybe doesn't offer so many promotions anymore, but you really get something useful for each level making units more powerful no matter what and where. Whatever the AI randomly chooses, it's useful.
I've also taught the AI to build more barracks, etc. training buildings in UM v1, so you can expect more powerful opponents later. There will only be the tactical inability of the AI left what is very hard to correct.
 
v1
- Changed mod's name from "Unit-Tweaks" to "Unity Mod" starting with version 1 again because of unit non-related changes
- Adjustments to official patch 1.332
- AI: Equalized Prince difficulty grade and duplicated it to Chieftain because the AI tends to use this grade at least for HappinessDefault even if you change its default handicap
- AI: AttitudeChange set to 0 on every difficulty grade (2 to -1)
- AI: Increased priority to build Barracks/Krepost, Armory, and Military Academy
- AI: Reduced random shakiness of units
- AI: Leader behavior tweaks
- Barbarians: Removed Ironclad "Raider"
- Barbarians: Minimum distance between camps and capitals increased from 4 to 7
- Buildings: Stone Works moved from Calender to Masonry
- Buildings: Windmill, Factory, Hydro Plant, Solar Plant, and Nuclear Plant require a Workshop/Longhouse in the same city
- Buildings: Adopted most (national) wonder tweaks from Native Wonders mod, except the national restriction, extra requirements, and the disabled City State missions to build wonders. Includes many free buildings in the same city
- Buildings: Public culture buildings and Garden additionally provide 1 Happiness (Citizen limit, Burial Tomb still 2) while Monastery always provides 1 and National Epic and Hermitage always provides 2 Happiness
- City States: May not build nuclear units, capital ships, and Stealth Bomber
- Cost: Unit Maintenance reduced to Base Maintenance 1, Naval/Capital-Ship/Mechanized/Air-Transport/Robot/Uranium +1, Great Person/Scout/Settler/Unmanned/One-Shot -1
- Cost: Landsknecht changes removed
- Cost: Anti-Aircraft Gun Cost decreased from 375 to 320
- Cost: Battleship and Carrier Cost increased from 375 to 425
- Cost: Missile Cruiser, Stealth Bomber, and Giant Death Robot Cost increased from 425 to 500
- Movement: Increased River Extra Movement from 2 to 5
- Movement: Increased Movement of most mobile land units
- Movement: Nuclear Missile Range increased from 12 to 20
- Visibility: Tank units and Modern Armor received/kept "Sight Penalty"
- Obsolete: Cavalry and Lancer become obsolete with Railroad giving Mounted Infantry more priority
- Obsolete: Frigate becomes obsolete with Steam Power like Ship of the Line, so no resource-free ship can be build until Telegraphy with Destroyer and Submarine available
- Attributes: Jaguar received "Jungle Warrior (25)" instead of "Combat Bonus in Jungle (50)": 25% Combat Bonus and ignores terrain cost in Jungle
- Attributes: "Bonus vs Tanks (100)" received an additional 50% Combat Bonus versus Scout Helicopter and mechanized infantry units. 50% Attack Bonus vs Helicopter Gunship, Mobile SAM, and Rocket Artillery
- Attributes: Added +1 Heal Bonus to "Can Carry x Cargo" attributes to make stationed aircrafts restore faster
- Promotions: "Ambush" received an additional 30% Combat Bonus versus mechanized infantry units
- Promotions: "Ambush" of Air units changed to "Close Air Support": 30% Combat Bonus versus Land units
- Civilization Traits: England: Receive free Great Merchant when you discover Navigation
- Civilization Traits: India: -25% Unhappiness from Population
- Civilization Traits: Ottomans: Reduced Great People generation bonus from 25% to 15%
- Incompatible to Unit-Tweaks v23 saved games


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Mentos, do you know if this MOD has any compatibility issues with TBC??

edit: I just tried it and my scenario would not load with both MOD's enabled.
 
I would like to mention Unity Mod is incompatible with the new version of CiVUP+TBC.

I'm currently using it with CiVUP (without TBC). The only problem I've encountered so far (mid-game) is the TXT_KEY_TP_SCIENCE_FROM_DECLARATION_OF_FRIENDSHIP I get in place of the Friendship Science bonus in the upper left corner.
 
I'm currently using it with CiVUP (without TBC). The only problem I've encountered so far (mid-game) is the TXT_KEY_TP_SCIENCE_FROM_DECLARATION_OF_FRIENDSHIP I get in place of the Friendship Science bonus in the upper left corner.

Any suggestions on what I did wrong?? Any help with this would be helpful. I have gotten to where I do not like playing without CiVUP+TBC enabled!!!!!
 
I am playing withOUT TBC, SgtCiv. I don't care for TBC, personally.

I also don't care for the Unity mod extension of most of the ranges on siege units and allowing scouting units to enter UnOpened borders either. So I reverted the ranges and changed the Survivalism promotion so EnterRivalTerritory is False.
 
No idea what this TXT error is. I haven’t changed anything related to that.

Range: Remember you get no Range upgrades by promotions, so you basically just start with the promotion like in vanilla, except the Archer units which stick to 2 (or Longbowman 3).

Enter Rival Territory: Well, I got tired of begging for Open Border treaties, so I allowed that for recon (spy) units to quickly explore the whole map. I know someone can block each other’s paths and unimproved res-tiles this way but on the other hand, you can do the same with Open Border treaty as well. The AI still becomes mad if you amass too many units in their territory.

Regardless, adjust anything how you enjoy the game more. I do the same with my mods which shamelessly modifies the supported mods as well.
I’m doing a break at moment from Civ, so hardly keep track of the other mods' changes. I’m still going to do an update if something totally breaks compatibility.
 
I’m doing a break at moment from Civ,

OMG!! Blasphemy! ;)

I think I took a 2-week break from civ a couple times. Once for V and once for IV (otherwise, 1-week breaks is about the most I do).
Then there were the two or three times with civII back in the day that I threw the game away because I was too obsessive with it ... and then bought it again 'cause I was jonesing too much. :lol:
 
That's fine, I guess, to just have to disable TBC. If you have TBC enacted, it doesn't let you choose Science, or Production. So obviously, it doesn't even let you get past T0.

The only real reason I installed the whole thing was because I wanted WWGD, which is in TBC. I think I'll take a try at disabling different parts of TBC, and see which part that is giving trouble. (Although, I know WWGD works fine with it, because I had it as a stand-alone before.) I'm guessing it might be in City Development, Barbarians, or Combat.

I also know that both alone work, it's just that them together doesn't.
 
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, or only those where mod loading order is important, 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

Reinstalling Unity Mod after other gameplay mods should work too but the method above has never failed me so far.
Playing with mods is a science with this game. Too bad they didn't come up with a simple mod order sorting yet where you can simply move the mods up and down in a list according in which order you want them applied. That would solve a these unnecessary problems but I guess the devs never play with mods - they got their vanilla and are happy.
 
v2
- AI: Settlement priority tweaks
- AI: Improved opinion for friendly acts: returned civilian, DoF, DoF with friend, liberated capital/city
- AI: Leader diplomacy tweaks
- Cost: Naresuan's Elephant: 150 (120)
- Technology: Aztecs' Jaguar replaces the Swordsman, instead of Warrior, without iron requirement
- Attributes: Fixed and changed "Jungle Warrior" from 25% to 50% Combat Bonus in Jungle, removed Forest Dweller from Jaguar
- Civilizations: Free Worker at Ancient Era game start to speed-up early progress
- Civilizations: Included usi's "Better Japanese City Names" and Pouakai's "Better Polynesian City Names" mod
- Civilizations Traits: Aztecs: Receive free Great Artist when you discover Civil Service
- Civilizations Traits: China: Receive free Great Scientist when you discover Machinery
- Civilizations Traits: Egypt: Receive free Great Engineer when you discover Masonry
- Civilizations Traits: France: Receive free Great Artist when you discover Acoustics
- Civilizations Traits: Greece: Receive free Great Scientist when you discover Mathematics
- Civilizations Traits: India: Receive free Great Artist when you discover Theology
- Civilizations Traits: Japan: Receive free Great Artist when you discover Printing Press
- Civilizations Traits: Persia: Receive free Great Artist when you discover Education
- Civilizations Traits: Rome: Receive free Great General when you discover Iron Working
- Civilizations Traits: Siam: Receive free Great Merchant when you discover Banking
- Civilizations Traits: Spain: Receive free Great General when you discover Astronomy
- Compatibility tweaks

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mentos, i loved your mod but hey denmark and england have 3 units....give more units or building to other civs too!
 
If you are still adding to this MOD then i think a U2 spy Plane would be awesome as a scout, you could still have a scout helicopter but a U2 spy plane is really expensive and it can go great distance, also i seen it in another mod but its a bit iffy, a boat that can carry up to 3 units at a time and once near the coast they can go onto land with out any sea to land penealty like denmarks UA.
 
"a boat that can carry up to 3 units at a time and once near the coast they can go onto land with out any sea to land penealty like denmarks UA."

But think this would make denmark almost useless i guess....abyway i dont think he is working with this mod anymore....which is sad because, althought it have some bad things, its a great mod!...xP
 
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