Sid Meier's Civilization VI

Sid Meier's Civilization VI

Unit Expansion: Infantry (Project 6T)
141 Comments
SpectralMemories Sep 18 @ 7:07am 
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  [author] Sep 16 @ 6:28am 
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 Sep 16 @ 5:33am 
@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  [author] Sep 10 @ 9:43am 
@SpectralMemories: I'm a bit confused, what is it about? Adding support for unique units of modded civs?
SpectralMemories Sep 10 @ 6:17am 
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 Aug 13 @ 6:50am 
hey when i downloaded the mod i couldnt find them anywhere in the research.
✰Vlad✰ Jul 5 @ 12:02pm 
I have gathering storm....
JNR  [author] Jul 5 @ 12:01pm 
Make sure you have all required DLC, the mod is properly installed (unsubscribe and re-subscribe to make sure), and that you aren't hitting the asset limit.
✰Vlad✰ Jul 4 @ 9:40pm 
models are not rendering
iPlayGamesITA Jun 23 @ 12:46pm 
No, not a issue, sure. Reason is that Line Infantry was a thing in history because the tight formation with bayonets was naturally anti cavalry.
I'd just like to see that distinction visually
JNR  [author] Jun 23 @ 12:32pm 
Bot are melee-combat units, so I don't see the issue with both having it.
iPlayGamesITA Jun 23 @ 8:09am 
And on the bayonet thing?
JNR  [author] Jun 23 @ 2:21am 
I just went with a Civ tradition, but if we're gonna go into realism, then swords and spears shouldn't be separate unit classes, anyway.

Also, as I understand it, the term evolved over time, and the Spatha was originally a "longsword", too, and the name was only shifted once even longer swords appeared and claimed the name.

Finally, I am avoiding the parallel name with the Heavy Spearman to make each name more distinct for recognizability.
iPlayGamesITA Jun 23 @ 1:33am 
On the Grenadier and the Line Infantry: wouldn't it be better if the Line Infantry had only rifles with bayonets and the Grenadier without? Currently it's mixed.

On the Longswordsman: I really hate the name lol, since longswords weren't a thing until the late 1300s, aside from being a duel weapon and not meant for war. May I suggest Heavy Swordsman? Since it mirrors the Spearman, and heavy infantry was a thing.
Белый Негр Mar 30 @ 3:46am 
подписываюсь, отписываюсь, подписываюсь, один раз заработал и то вместо букв артефакты . В общем не играбельный мод
SempfgurkeXP Mar 4 @ 5:01pm 
Ultra Caucasian Pharaoh, try launching the game with DX11 instead of DX12, that fixed it for me
fuighyyy Dec 27, 2024 @ 3:27am 
The last 4 melee units being melee is weird, since they have guns.
It's good for balancing the game and probably more fun that way but i still think that it's kind of weird how mechanized infantry and grenadiers can't shoot as far as a slinger can at the start of the game
Monster Nov 18, 2024 @ 1:13am 
these units cannot working.
Tony Sep 23, 2024 @ 9:27pm 
I'm running this on Windows 11
JNR  [author] Sep 21, 2024 @ 2:22pm 
What OS are you playing on?
Ultra Caucasian Pharaoh Sep 21, 2024 @ 2:17pm 
None of the Project 6T units have the correct models, nor icons, and I only have these unit mods installed besides the Steel & Thunder Unique Units mod which is supposedly compatible. Is anyone else having these issues?
笛渡 Sep 7, 2024 @ 2:12am 
Can these units be expanded without relying on Grand Eras? I think the interface of Grand Eras makes me a little uncomfortable to play. I am used to the original.
Tony Aug 21, 2024 @ 9:47am 
I'm seeing the bodies of the Composite Bowman invisible. Just see their heads, arms, and weapons. I don't see their legs either. Anyone else run into this?
Jurovo Jun 10, 2024 @ 12:39pm 
Hello...anyone know why I cant build any siege in my cities? Im using the whole modpack
Castellan of sea Apr 18, 2024 @ 8:06pm 
That's ok the main reason i'm using this mod cause their is no decent men at arms cultural variations mod but your longswordsmen do have some, so I always delay the upgrade until I unlock musketmen when i'm playing asian or middle eastern countires
JNR  [author] Apr 18, 2024 @ 6:59pm 
Thanks for the info but given that most people play with quick combat anyway I'm happy enough with there being any sort of anims in the first place already, lol. Maybe I'll look into it one day but honestly? probably not.
Castellan of sea Apr 18, 2024 @ 1:35am 
Longswordmen have a weird attack animation they charge and kill enemy all except one and all other longswordmen dies to that one enemy except one and the on left longswordsmen stands still and concludes the battle
JNR  [author] Jan 18, 2024 @ 4:20pm 
Maybe when i find the time.
therocksays02 Jan 18, 2024 @ 5:58am 
Hi, is there any chance we get new recon unit?
Skalozubio Nov 6, 2023 @ 8:28am 
Русский перевод здесь - Game and mods - Russian translations
Переведены все моды входящие в комплекты Project 6T и Urban Complexity. Остальные переводы модов JNR скоро будут добавлены.
JNR  [author] Oct 5, 2023 @ 6:45pm 
Sure! They aren't even my assets but made by the Warfare Expanded folks, I just reused them myself as they're publicly available.
Donimoe Oct 5, 2023 @ 3:35pm 
Hey, I'm commissioning a mod for personal use, can we use your mortar team assets? It's a custom civ mod only I will be using, let me know if that's okay!
MosileZ Sep 4, 2023 @ 8:45pm 
I love the whole Unit expansion mods you've made. I hope you make more of these or expand the current ones.
JNR  [author] Jun 24, 2023 @ 11:57am 
yes, all "Ranged" units after the Slinger have a range of 2 by default.
ZuryMcFlapjack Jun 24, 2023 @ 7:41am 
Have the machine guns and gatling guns in this mod always had 2 range?
HerpBrownstainz Apr 26, 2023 @ 6:01pm 
You can also have Hoplites & Heavy Spearman as Greece at the same time even though they both upgrade too Pikeman. This might be intentional though.
HerpBrownstainz Apr 26, 2023 @ 5:59pm 
Steel and Thunder: Everything Enabled the "Armatolos" Greek unique unit says it is an upgrade from Line Infantry but since the Unit Expansion: Infantry (Project 6T) mod makes line infantry an anti cav unit it doesnt fix the "Armatolos" description.
[iKoN] Sneebo Apr 8, 2023 @ 4:18pm 
I tried verifying, but the issue persisted. Oddly enough I fixed it by switching from DX12 to DX11, not the other way around, so thanks for bringing that up Solarius.
Thanks anyway for trying to help JNR, really like your mods.
Solarius Scorch Apr 8, 2023 @ 3:43pm 
It's probably due to using DirectX 11. But I play on DirectX 11 as well, because DirectX 12 just straight up crashes my game again and again, usually when trying to send a trader (or otherwise plan a complex path). 11 has visual glitches, but is stable.
JNR  [author] Apr 8, 2023 @ 3:22pm 
Try verifying your game files.
[iKoN] Sneebo Apr 8, 2023 @ 4:14am 
Great mod series. Only issue for me is the mortar crew are just floating heads and hands.
JNR  [author] Apr 3, 2023 @ 4:14pm 
No fixed rules other than ask first. I relied a lot on Warfare Expanded's assets for this mod anyway so I'd hardly claim any ownership. Feel free to re-use them as you want or look for Warfare Expanded's assets directly in this list:
https://docs.google.com/spreadsheets/d/1zaBI9m9OTf8WWEjdavqDXadsmkK9UIUjwhsAcNvwVVo/edit#gid=0
Domenicus Apr 3, 2023 @ 1:00pm 
I'm used to skyrim modding where some people are super chill about it and some people are really not
Domenicus Apr 3, 2023 @ 12:56pm 
If I want to package other peoples' assets in my mod, what are the rules in the civ community?
JNR  [author] Apr 3, 2023 @ 12:02pm 
not sure I understand what you're trying to do exactly.
Domenicus Apr 3, 2023 @ 11:25am 
Hi JNR - thanks for your work. How do I get permission to use stuff in the civ community? Essentially I want to use some stuff from various unit mods but don't want to just hide stuff with SQL because I don;t know if I'll hit the asset limit
LenisPicker1 Mar 7, 2023 @ 12:05am 
Ok thank you so much man!
JNR  [author] Mar 6, 2023 @ 8:15am 
Steel & Thunder doesn't add *that* many without the Unique Units component, I think. It's already a good compromise.

Beyond that, I'd encourage people to try their own. The authors of Warfare Expanded make all their assets available to modders if you ask them nicely.

Anyone who wants to make a non-6T version of this here is also free to use the existing mod as basis as much as they want and I can also provide the raw art files, I just don't have time to provide further support or aid with the design (i.e. what units to add where in the tree and with what cost, strength, etc.).
LenisPicker1 Mar 6, 2023 @ 4:44am 
Ah ok that makes a lot of sense. And I figured out what's wrong with those mods. Just mods in general I guess. The damn asset limit breaks everything and those mods have a lot of assets in them so I guess theres that. Do you have any recommendations for how to counter that?
JNR  [author] Mar 5, 2023 @ 2:32pm 
I'm not aware of either of those mods being broken. And for various reasons I explained in other comments already, I don't plan to make a non-6T version. It would require doing most things from scratch again.