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Warfare Expanded (for MOAR) 7.3

Thank you please don't ever leave us ... your modding ability is one of the best in the CIV 6 community. Sadly, modding has dropped a bit off compared to CIV 5...
I think that Civ 6 modding is lagging because what we can do at the moment is quite limited because the .dll has not been released yet. Hopefully all those awesome Civ 5 modders that are holding back will come across when its released. Also no access to DLC assets is a big obstacle for me at the moment.
 
Is it sad I check for mod updates three times a week ? Any future plans assuming their were no nodding restrictions ?
 
Is it sad I check for mod updates three times a week ? Any future plans assuming their were no nodding restrictions ?
Yeah I am not spending as much time modding these days. I am in the process of making some new units at the moment but it is slow going. Probably have something in a couple of months.
 
Wow that’s great news your unit tree is great so far ... I can’t even fanthom more units ... maybe future units, Giant Death Robot , guided missiles ?!? .... I personally miss when nukes were movable units ... it made it so their were assets you had to actually protect ...
 
What ever you are up to thank you please continue to stay in touch and at the very least keep your mod updated with latest DLCs and patches
 
Hey wolfdog,we all konw you are busy now,but if you have free time ,we chinese fans hope you can update chinese text for Warfare Expanded Armored Assault and Warfare Expanded Complete on steam,I had translated these mod by Simplified Chinese and traditional Chinese and Proofread them several times.,now I upload these texts here,best regards:goodjob:
 

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Hey wolfdog,we all konw you are busy now,but if you have free time ,we chinese fans hope you can update chinese text for Warfare Expanded Armored Assault and Warfare Expanded Complete on steam,I had translated these mod by Simplified Chinese and traditional Chinese and Proofread them several times.,now I upload these texts here,best regards:goodjob:
Thank you I will add those to the next update. Should be in a few days.
 
You guys are doing a great job .... with the expanded armour assault can we expect and air and sea expansions ?
 
You guys are doing a great job .... with the expanded armour assault can we expect and air and sea expansions ?
Just a Cog for the naval units in the next update for the moment. Not sure there is room for much else other than some cultural variation.
 
I would like to propose again some ideas:
1)add a "cruise missiles" as it was in civ V. They will work in same way as the Nuclear devices but wont cause giant dmg, but some balanced damage based on strengh. And thats why they are much cheaper. They can be launched from any unit, that allows it. Missile sub, cruiser and destroyer, mobile missile launcher (new support unit, next to cruise missiles can laumch also the nuclear ones), missile silo, city and maybe the attack sub.
2)We need some informational era recon unit (not the one from armored assault). If we move the spec ops to informational era and add a paratrooper similar to the one from civ V (i know there could be serious problems with the animation, but at least without any animation).

3)IMO would be better to move french garde imperiale as line infantry and Minas geraes to replace dreadnought.

4) I think, it would be more interesting if the mobile anticavalry units would be actually melee working. And make the helicopter more expensive.

5)add katyusha for russia (and USSR mods) as SP howitzer replacments. But thats more likely for steel and thunder.

6)Strengh balancing. I did a lot of changes to the strenghs of units. I think that now its more balanced but the changes are giant:

Numbers for ancient era units:
Meele: 25 //that would be the base number for meele units. then +10str by each era. But since warrior should be worser than spearman, here will be the only difference. Warrior with 20 str instead of 25.
Anticav:20(/20) //...and spearman with 25. The number in the brackets mean ranged strengh, but its since the antitank rifle.
Mobile anticav:23
Ranged: 13/20
Mobile ranged: 13/20
Siege: 10/25
Lightcav:25
Heavycav:30
Fire sup: 20/20
Mobile Fire sup 20/20
Explore: 18(/18)
Navysiege:30/30 // I made the attacking and defending strengh same because I thought that the battles were too fast.
Navyranged:25/25
Navymeele:23 +bonus vs naval siege(+12)
Navyraid: 20

each era+10(/10) strengh.

..This numbers lead to 100str for modern armor, 95 for modern Infantry and mechainzed infantry, 100/100 for railgun warship... and so on.
Attack sub to 95.

I know, that there would be problem with balancing vs other mods.

If you are more interested in, contact me and take a look in my edited files. Since I am also using the RED, but since RED is outdated, so I edited the artdefs here. I am also working on editing Steel and thunder.

BTW, how would look the new syntax for civ VI:
Code:
INSERT INTO Civilization_UnitClassOverrides
        (CivilizationType,             UnitClassType,         UnitType)
VALUES        ('CIVILIZATION_ENGLAND',     'UNITCLASS_RIFLEMAN',     'UNIT_ENGLISH_REDCOAT');
because Civilization_UnitClassOverrides doesnt sound like somethink that still exists.

And the last think, any idea why...
Code:
UPDATE Technologies SET EraType = 'ERA_MEDIEVAL', Cost = 390 WHERE TechnologyType = 'TECH_CARTOGRAPHY';
...doesnt work?
 
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I would like to propose again some ideas:
1)add a "cruise missiles" as it was in civ V. They will work in same way as the Nuclear devices but wont cause giant dmg, but some balanced damage based on strengh. And thats why they are much cheaper. They can be launched from any unit, that allows it. Missile sub, cruiser and destroyer, mobile missile launcher (new support unit, next to cruise missiles can laumch also the nuclear ones), missile silo, city and maybe the attack sub.
2)We need some informational era recon unit (not the one from armored assault). If we move the spec ops to informational era and add a paratrooper similar to the one from civ V (i know there could be serious problems with the animation, but at least without any animation).

3)IMO would be better to move french garde imperiale as line infantry and Minas geraes to replace dreadnought.

4) I think, it would be more interesting if the mobile anticavalry units would be actually melee working. And make the helicopter more expensive.

5)add katyusha for russia (and USSR mods) as SP howitzer replacments. But thats more likely for steel and thunder.

6)Strengh balancing. I did a lot of changes to the strenghs of units. I think that now its more balanced but the changes are giant:

Numbers for ancient era units:
Meele: 25 //that would be the base number for meele units. then +10str by each era. But since warrior should be worser than spearman, here will be the only difference. Warrior with 20 str instead of 25.
Anticav:20(/20) //...and spearman with 25. The number in the brackets mean ranged strengh, but its since the antitank rifle.
Mobile anticav:23
Ranged: 13/20
Mobile ranged: 13/20
Siege: 10/25
Lightcav:25
Heavycav:30
Fire sup: 20/20
Mobile Fire sup 20/20
Explore: 18(/18)
Navysiege:30/30 // I made the attacking and defending strengh same because I thought that the battles were too fast.
Navyranged:25/25
Navymeele:23 +bonus vs naval siege(+12)
Navyraid: 20

each era+10(/10) strengh.

..This numbers lead to 100str for modern armor, 95 for modern Infantry and mechainzed infantry, 100/100 for railgun warship... and so on.
Attack sub to 95.

I know, that there would be problem with balancing vs other mods.

If you are more interested in, contact me and take a look in my edited files. Since I am also using the RED, but since RED is outdated, so I edited the artdefs here. I am also working on editing Steel and thunder.

BTW, how would look the new syntax for civ VI:
Code:
INSERT INTO Civilization_UnitClassOverrides
        (CivilizationType,             UnitClassType,         UnitType)
VALUES        ('CIVILIZATION_ENGLAND',     'UNITCLASS_RIFLEMAN',     'UNIT_ENGLISH_REDCOAT');
because Civilization_UnitClassOverrides doesnt sound like somethink that still exists.

And the last think, any idea why...
Code:
UPDATE Technologies SET EraType = 'ERA_MEDIEVAL', Cost = 390 WHERE TechnologyType = 'TECH_CARTOGRAPHY';
...doesnt work?
Hi Penkover, OK.

1) Been brought up before multiple times and nothing has changed that I can tell to make this possible yet.

2) We do not have access to paratrooper animations yet so we can not make any parachute unit yet.

3) Like the idea of the Minas geraes to replace dreadnought as it is from the same era. Not sure about the garde imperiale though mainly because Line Infantry is doing the anti-cav role so it would be more than just replace.

4) I am trialing this at the moment and have not decided yet if I will keep it or not.

5) Yes more for S&T but I may add katyusha as cv for eastern Europe in armoured assault when I get around to doing some cv.

6) I am very reluctant to change these for the reasons you mentioned when using this mod with other mods. I have tried to keep the original vales where possible. Also when a units gets over 100 I have heard there are issues.

Look like you syntax is wrong I can't remember exactly so I will get back to you.

As for the last code if this is not working for you you are probably running a mod that changes the tech tree.
 
Here is syntax for civ 6:
Code:
INSERT INTO UnitReplaces
        (CivUniqueUnitType,                ReplacesUnitType)
VALUES    ('UNIT_INDIAN_VARU',            'UNIT_ARMORED_HORSEMAN');
 
Thanks for reply. I have French garde Imperiale as line infantry (and of course the promotion class, strengh (63 instead of 60) ) because when you say a Rifleman, I would Imagine a soldier from 1850-1900 (North-south war, crimean war, French-prussia or french-Austria and so on...) but when you say an Imperial Guard, I would imagine a Napoleon I. (even they were also used by Napoleon III).
Also thanks for the code help, its working me now, also the tech was fixed by fixing another mistake in that file. (what is this :
Code:
UPDATE Boosts SET TechnologyType = 'TECH_CONSTRUCTION' WHERE Unit1Type = 'UNIT_ARCHER';
supposed to do?)

Also i want to report that I have no problems with units over 100 strengh and that I have almost updated Steel and Thunder to fit with your mod. Not only strengh (my strengh numbers :p) but also replacements and upgrades.

BTW, Can you help me to give Naval meele units some bonus (10 or 12) vs naval siege? I would know how to make it in civ V, but not in civ VI, yet. :mischief:
 
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(what is this :
Code:
UPDATE Boosts SET TechnologyType = 'TECH_CONSTRUCTION' WHERE Unit1Type = 'UNIT_ARCHER';
supposed to do?)
Well, that statement would change the boost for the Construction technology. However, as it is written now it wouldn't do anything since the BoostClass has not been changed from BOOST_TRIGGER_CONSTRUCT_BUILDING.
Also i want to report that I have no problems with units over 100 strengh(sic)
I would concur as I have a few units over 100 base strength as well.
I have almost updated Steel and Thunder to fit with your mod. Not only strengh (my strengh numbers :p) but also replacements and upgrades.
You mean the Unique Unit mod not the Unit Expansion one, correct? As, WECE has all the Unit Expansion units sans Cog currently.
 
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