Sid Meier's Civilization VI

Sid Meier's Civilization VI

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Unit Expansion: Infantry (Project 6T)
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58.699 MB
2022 年 4 月 11 日 下午 6:48
2022 年 4 月 30 日 下午 11:16
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Unit Expansion: Infantry (Project 6T)

在 JNR 的 3 个合集中
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JNR's Unit Expansion for Project 6T
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描述
Adds 7 new infantry units to the Melee, Anti-Cavalry, and Ranged promotion classes, giving each class the same density of units as the Melee class.

The main purpose of the Unit Expansion series is to act as sort of a light version of Warfare Expanded for Project 6T, with a much lower asset count for anyone having trouble to add WE to their setup without getting crashes. Fewer units are added and they do not come with cultural diversity beyond what's found in the vanilla units. If you do not play with any other asset-heavy mods, I strongly recommend using Warfare Expanded instead and enjoy its wonderful units full of historic details with all sorts of cultural variations!

This mod is part of Project 6T and requires "Grand Eras".

Credits and Acknowledgements
Big thanks to Deliverator (author of Steel & Thunder), KrumStrashni (author of Warfare Expanded), and Wolfdog (made lots of assets for both) for making their assets available. They were a great inspiration and without new models such as the Gatling Gun or Mortar, this mod series would not have been possible.

For donations - since this mod includes a lot of work done by other people, I am not adding my PayPal link here. If you want to show your gratitude with a little gift, consider donating to a charitable cause instead.

Unit Upgrade Paths
Melee
Warrior - Swordsman - Longswordsman - Man-At-Arms - Musketeer - Grenadier* - Infantry - Mechanized Infantry
Anti-Cavalry
Spearman - Heavy Spearman - Pikeman - Pike & Shot - Line Infantry - AT Crew - Modern AT
Ranged
Slinger - Archer - Composite Bowman - Crossbowman - Arquebusier - Field Cannon - Gatling Gun - Machine Gun - Mortar Crew
*actually just the old Line Infantry unit renamed, meaning that Redcoat, Guarde Imperiale, etc. will now replaces the Grenadier (instead of becoming Anti-Cavalry units).

Further Changes
  • Cost, maintenance, and strength of existing units tweaked slightly in some cases for smoother progression, but overall as little changes as possible were made.
  • The Ngao Mbeba, Berzerker, and Toa now replace the Longswordsman instead. The Hwacha is a unique Arquebusier now.
  • Since the Longswordsman looks like the old Swordsman, the Swordsman has been given a new outfit similar to that of the Spearman to fit the classical era better.
  • Weapons and shields of the Spearman were changed to bronze texture as it unlocks before Iron Working.

Compatibility and Recommendations

Requires Gathering Storm and Project 6T's "Grand Eras". Using all Unit Expansion mods together is recommended but not required.

Not compatible with Steel & Thunder Unit Expansion or Warfare Expanded, but as mentioned above, I highly recommend just using Warfare Expanded instead if your setup allows for that.

Steel & Thunder Unique Units is fully supported, however.
Unique units from modded civs will receive some default adjustments to fit in, but I can't guarantee that this is enough. Some might need further changes to be integrated properly, let me know in case you encounter them.

Known Issues
  • Unit Portraits are all just White people for now, due to the assets used to make portraits for other skin colors no longer working. I'm working on a solution here but did not want to have it hold up the release.

JNR's Mod Series





热门讨论 查看全部(1)
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2024 年 6 月 9 日 上午 9:51
Unique units cannot be upgraded
SpectralMemories
144 条留言
Wolfgang 10 月 12 日 下午 9:50 
ahhhh so it is a feature, very sorry for bothering you over this, so its sometimes better to just stay using hypaspist rather than making longswordsmen. i forgot about the hetairoi sorry hahah. thanks again JNR :steamthis:
JNR  [作者] 10 月 12 日 下午 3:52 
I made it so that a lot of unique units "jump" over one upgrade because otherwise, upgrading them would actually be a downgrade.

For example, the Longswordsman has 5 more Strength than a Swordsman. But a Hypaspist already has 3 more Strength than a Swordsman as well, as a basis. When besieging a district, it gets +5 strength, and the higher support strength also means that as long as it is next to two friendly units, it is already as good as a Longswordsman. With the besieging bonus or even more friendly units adjacent, it can be stronger than a Longswordsman. That's why I made it so that you can build them all the way until you unlock Men-At-Arms.

The Hetairoi now replaces the Cataphract. It should still upgrade to a Knight, the unit coming right after, so no upgrade is jumped over here.
Wolfgang 10 月 12 日 上午 9:44 
hi, very nice mod thanks for making it. im very sorry for asking this, but is it a bug or something else is messing up my troops, im currently playing as alexander with the unique melee and heavy cavalries aren't capable of being upgraded despite already unlocking the tech. other non-unique units are perfectly fine, but the uniques aren't showing the upgrade buttons, and in city production you can create for example longswordsmen but can't upgrade the unique from the previous era aka the hypaspists. it would be great if you can give me some insight JNR, thanks again. :steamhappy:
SpectralMemories 9 月 18 日 上午 7:07 
I see, I thought this was a bug. Well at least its out there, for people who want it.

Would it be ok if I created a workshop mod with this change? (would still require your mods as dependencies)
JNR  [作者] 9 月 16 日 上午 6:28 
For vanilla units, that is intentional behavior wherever it occurs. Usually, the idea is to allow the unit's special ability to be in play for a bit longer and avoid downgrades. A Hoplite next to another Hoplite will have 3 more Strength than a Heavy Spearman, for example, so it will not upgrade to one.
SpectralMemories 9 月 16 日 上午 5:33 
@JNR: Basically, I noticed that some unique units, both modded and vanilla, are not upgrading to the correct 6T units.

For instance, the greek hoplites still upgrade to pikemen instead of heavy spearmen, as if your mod did not register them as spearmen.

The lines of SQL I provided will assign the correct 6T upgrade path to all unique units, modded or not.

So in short, yes, it would add support for all unique units, past present and future, modded or not.
JNR  [作者] 9 月 10 日 上午 9:43 
@SpectralMemories: I'm a bit confused, what is it about? Adding support for unique units of modded civs?
SpectralMemories 9 月 10 日 上午 6:17 
Hey man, hope you read this:

I managed to tinker around and get unique units working. At first I just manually added the UpgradePaths for my played civs, which seems to be what you have done.

But I couldnt help but think that there must be a way to do it for all unique units in one statement. And sure enough, I found a way. So far it seems to be working properly, I browsed the in game civ-clopedia (or whatever its called), and the upgrade paths all look good. Should also work for future / modded civs

Here is what I came up with: https://pastebin.com/Zn3iZK4J

I added these lines in the Core/[...]_Units.sql files, just under the `-- UnitUpgrades` block

Hope this helps!
theleodebrio 8 月 13 日 上午 6:50 
hey when i downloaded the mod i couldnt find them anywhere in the research.
✰Vlad✰ 7 月 5 日 下午 12:02 
I have gathering storm....