Sid Meier's Civilization VI

Sid Meier's Civilization VI

More Movement
38 条留言
sqwendysamotnaf 6 月 8 日 上午 5:53 
It's not a good mod - AI uses it
Mavoc 3 月 14 日 上午 1:50 
I was noticing that the Units added by JNR's Unit Expansion series were not getting the added movement. Seems he is adding new units with a load order of ~16000 which is well after this loads at 200. I made this load at 20000 and it all works now.
Shamalamadingdong Durek 2024 年 1 月 6 日 上午 9:47 
Works perfectly for me
Jackalope 2023 年 1 月 8 日 下午 11:57 
This doesn't work in January 2023
Zarce 2022 年 3 月 21 日 上午 7:35 
Thanks!!
wuTz 2022 年 3 月 3 日 下午 8:05 
a MUST HAVE mod
killpoohXIe 2021 年 6 月 13 日 上午 8:23 
고마워요! 떙큐!
Junky 2020 年 11 月 17 日 下午 12:50 
What should be done that just religious units could not retrieve this movement addition.
Eggs n Cheese 2020 年 10 月 14 日 下午 3:52 
does the mod change enemy movement speed aswell?
MrStobbart 2020 年 9 月 18 日 上午 5:42 
To reproduce the bug start a game in the classical era and move the builder on water. It has only movement 2 while it has movement 3 on land. Normal boats are fine.
MrStobbart 2020 年 9 月 18 日 上午 5:40 
This mod does not affect movement of embarked units. This can be changed by adding the following line to your sql:

-- MOVEMENT_WHILE_EMBARKED_BASE was 2
UPDATE GlobalParameters SET Value = 3 WHERE Name = 'MOVEMENT_WHILE_EMBARKED_BASE';

I changed your mod locally with this and it's great, but I would like everyone to not have movement 2 embarked units anymore ;)
Yine 2020 年 5 月 24 日 下午 10:39 
Any report on it working with the frontier pass update?
Krios 2020 年 4 月 6 日 上午 3:42 
@daimyo so did you find out yourself man?
DerBube 2020 年 2 月 12 日 上午 10:20 
y'all gay





nohomo
Daimyo 2020 年 1 月 2 日 下午 10:20 
Does this work with latest patch? Any issues with multiplayer?
p0kiehl  [作者] 2019 年 3 月 17 日 上午 8:49 
Updated for Gathering Storm. And no, this mod does not and cannot affect Traders (or spies).
Cattywhampus 2019 年 2 月 23 日 上午 10:30 
thx luv u
najizhimo 2019 年 2 月 22 日 上午 1:50 
thx for the test~
Vengeance 1791 2019 年 2 月 20 日 下午 12:44 
akirajeff, tested this mod after 250+ turns and everything works fine.
rlong9000, this mod didn't ever impact traders. A new mod would have to be created for such a purpose as traders are hardcoded at 1 hex per turn to allow for route creation, pillaging, and other factors.
rlong9000 2019 年 2 月 19 日 下午 3:40 
@p0kiehl - Did this mod ever, or ever intend, to affect the tiles per turn of the trader unit? Other modders such as the publisher of Farther Trade Routes have come up against a wall on the game's hard code of one tile per turn and I wondered had you ever applied any thought to that issue? Thanks for all you add to the game!
akirajeff 2019 年 2 月 15 日 上午 4:16 
I see, thanks so much guys for the effort and hard work~~~!!!!!
Vengeance 1791 2019 年 2 月 14 日 下午 5:31 
akirajeff, I'm about to test it, i'll let you know, but p0kiehl has been updating all day, I'm sure he intends to update it
akirajeff 2019 年 2 月 14 日 上午 9:15 
will this be modify & update for the "gathering storm" ??
Parker Posey's Mouth 2019 年 1 月 25 日 下午 11:08 
For some reason, it's stopped working quite abruptly for the Warfare Expanded mod. It had been fine, but now all the units added by WE have reverted to default movement values.
johnmyster 2018 年 7 月 3 日 下午 11:48 
This mod is a must-have for any Civ 6 player to keep their sanity.
titan_vfaf 2018 年 2 月 22 日 下午 11:18 
@-Apolo
Ranged units SHOULD be more vulnerable to flanking and all kinds of counter-attacks! In reality they are only strong when attacking but are quite easily killed/destroyed in case of one's failure to protect them (outside of walls) with units of other classes. It is pure realism so I suggest you learn to live with it...
titan_vfaf 2018 年 2 月 22 日 下午 11:08 
@p0kiehl
Hello! I have a suggestion you could add to this mod...

+1 movement for embarked units also! This doesn't happen now, even though one would assume that right?

What's more, there seems to be an issue with Cartography tech. It should add +1 movement for embarked units but in reality this isn't true. Have others noticed this also? Anyway if this is a bug in the base game, maybe you could fix it at the same time with this mod - or make a separate one just for the fix?
Maitre Supreme 2018 年 2 月 22 日 上午 5:08 
Great mod - THX ! :steamhappy:
p0kiehl  [作者] 2018 年 2 月 11 日 下午 8:05 
Yes, I know. I set up the mod to apply after other mods and content, and the code is non-specific.
alexanderyou 2018 年 2 月 11 日 下午 8:02 
By compatible I'm talking about giving the added units the +1 movement.
p0kiehl  [作者] 2018 年 2 月 11 日 下午 7:19 
@Alexanderyou - This mod should be compatible with any and all mods that add units.
alexanderyou 2018 年 2 月 2 日 下午 3:14 
Is it possible to make this compatible with mods like Moar Units?
-Apolo 2017 年 12 月 23 日 下午 7:21 
Its an awesome mod nevertheless!
-Apolo 2017 年 12 月 23 日 下午 7:21 
this mod kind of makes range units useless, as their range is unchanged and melee/calvary/other ranged units can easily raid em. If it is not much to ask, could create a similar mod with +1 range for ranged land/naval units (and maybe cities) with this +1 movement ?
Beurre_Breton 2017 年 12 月 19 日 下午 12:33 
Omg thank you so much
Nik-3741 2017 年 11 月 8 日 上午 1:56 
Thank you! i feel like the arbitrary 2 movement speed is so dumb. Like if your playing on Huge/large it breaks my immersion how my soliders can only move over a hill in 3 years:steamhappy:
mmmbombs 2017 年 7 月 30 日 下午 4:26 
I love this and will be using it in the mean time, but is there a mod that removes the river/jungle movement penalty or gives non-mounted units only +1 movement? I don't really see why mounted units get twice the movement when you're not really paying extra or getting less power for the production cost.
Portinou 2017 年 7 月 29 日 上午 6:20 
Yes! Finally! Thank you so much!