Sid Meier's Civilization VI

Sid Meier's Civilization VI

XCOM Squad in Civilization VI
33 Comments
Alterd-Rushnano  [author] Aug 13, 2023 @ 4:57am 
@Zombie Slayer
Sorry for the late response. Due to my lack of skills, this unit has animations, but the unit's sound file and projectiles have not been implemented. But functionally it's perfect.
Average Joe Jun 17, 2023 @ 4:13pm 
Does anyone have gameplay of this? I couldn't find any videos and I'm curious to know what the animations and sounds are like.
Silent Operator Apr 2, 2023 @ 5:20pm 
Is it possible to make the lasers come out of the rifle. It's invisible on this mod
3am Dec 8, 2022 @ 9:50pm 
you legit need this for alien invasion mod trust me
marius8990 Nov 3, 2022 @ 4:49pm 
A bit overpowered, but very cool. By the time you get them you probably don't _need them. But should a problem come up there's nothing these guys can't get done. I wish there were more units with ranged attacks but still capable of conquering cities.
Solarius Scorch May 17, 2022 @ 6:03am 
Fair enough :)
Alterd-Rushnano  [author] May 17, 2022 @ 5:29am 
@Solarius Scorch
Because the first reason is that Firaxis created their own XCOM squad in Civilization 5
The second reason is simply because I like the XCOM series as an XCOM modder. XD

https://civilization.fandom.com/wiki/XCOM_Squad_(Civ5)
Solarius Scorch May 17, 2022 @ 4:37am 
The idea is pretty cool, but... why X-Com? From the description it sounds like your standard future commando. The entire lore fits tacked-on for no logical nor gameplay reason.
Not a complaint or anything, just pretty weird.
Alterd-Rushnano  [author] May 13, 2022 @ 7:28pm 
[Update Notes]
Debugging with artdef. (presume that the code still linked with other mods was the problem)
KZFKreation May 12, 2022 @ 9:03pm 
Any luck with getting the assets to work?
SharpChipmunk May 11, 2022 @ 4:01pm 
thank you for this
Alterd-Rushnano  [author] May 11, 2022 @ 7:17am 
@KZFKreation
O M G This is completely beyond my ability!
need to check to see if someone is experiencing the same symptoms as you.....
KZFKreation May 11, 2022 @ 7:00am 
Tested without my QoL mods and completely removed everything aside from RF& GS, I'm still having the artdef issues
Alterd-Rushnano  [author] May 11, 2022 @ 6:41am 
@KZFKreation
Well. I use the RF & GS Expansion Pack and Frontier Pass game modes, and other than that don't actually use any QoL mods (ie convenience mods).
Apparently, the only difference between me and you is that. I don't use QoL mods so I can't give you good advice, but they are deeply involved in the game artdef.
KZFKreation May 11, 2022 @ 5:58am 
Weird. When I re-enabled my mods, all I have enabled are QoL mods and things that only affect gameplay and don’t add units. Is it possible that some of the other DLCs are conflicting? I own all of them so perhaps I just need to disable them.
Alterd-Rushnano  [author] May 11, 2022 @ 4:00am 
@KZFKreation
Testing has shown that this issue is not caused by my mod. I tried disabling all the mods except this one for testing, and the game went on without any issues and no graphics errors.

It is presumed that the issue is caused by conflicting artdefs of different mods.
Sorry about couldn't help.
KZFKreation May 10, 2022 @ 8:45pm 
No need to be embarrassed while you wait for replies! You’re doing a huge service because I really was hoping XCOM would make a return in civ games (It would have been cool to have X2 Models if it was done officially).
Alterd-Rushnano  [author] May 10, 2022 @ 8:00pm 
In that sense… Anyone else experiencing graphics issues with this mod? I need a sample of what environment this problem occurs in.
Alterd-Rushnano  [author] May 10, 2022 @ 7:57pm 
@KZFKreation
embarrassed. It worked flawlessly in my test play, and it was also the feature I paid the most attention to. I've been trying to figure out where the problem is coming from.
KZFKreation May 10, 2022 @ 6:26pm 
In terms of abilities? They seem to work fine, just no animations, icons or models (they default to the Warrior model)
KZFKreation May 10, 2022 @ 6:25pm 
Well, perfectly is an overstatement. Assets such as the model and icons don't appear to be working correctly.
KZFKreation May 10, 2022 @ 4:22pm 
Oh boy, that sounds horrible. I just tried it and it's working perfectly now. Thank you so much for your help!
Alterd-Rushnano  [author] May 10, 2022 @ 4:08pm 
[Hotfix+]
Temporarily turned off supported mode. At this point, this mod is standalone, requiring only RF & GS expansion packs.
Alterd-Rushnano  [author] May 10, 2022 @ 3:51pm 
@KZFKreation
Apparently, the mod compatibility issue is more serious than I thought. As you can see from what was said in this article, I designed it to be compatible with other people's mods, which are not essential to implementing the XCOM canon. But in reality, it seems that this feature makes other mods 'needed' rather than 'supported'.

Guess I have to admit that I don't know how to use this feature at this point. I am temporarily removing all supported mods mentioned above.
KZFKreation May 10, 2022 @ 3:13pm 
I wish I could give more information as what's happening, but all I get from Civ 6 is that one or more mods failed to load.
KZFKreation May 10, 2022 @ 10:12am 
Still having issues with the mod for whatever reason.
Alterd-Rushnano  [author] May 10, 2022 @ 7:41am 
[Hotfix]
1. The code associated with the Secret Society has been deleted.
(Perhaps this will solve the compatibility issue.)
2. Given XCOM its own promotion tree.
(Actually, this is temporary. I plan to give them new upgrades in the future to be more xcom canon-worthy)
Alterd-Rushnano  [author] May 10, 2022 @ 2:19am 
@KZFKreation
I also figured out the problem. It seems that this error is caused by 'Vampire Resurrection in Capital', which is used only by Secret Society. (Actually I was playing with all Frontier Pass mods enabled, so I didn't even know I was getting this error!)

However, once the cause of the problem has been identified, it should be corrected. I'll fix those features that don't match the XCOM canon, and solve the problem by giving them their own promotion class.
KZFKreation May 9, 2022 @ 2:18pm 
To clarify: Civ VI will exit out of the loading screen with the message "One or more mods failed to load". I've attempted to load the mod as a standalone aside from the required DLCs, and it still isn't working.
KZFKreation May 9, 2022 @ 1:13pm 
Having an issue with the mod. Whenever I load into a game, it does not load and CIV VI does not give any further explanation.
Rootiga May 7, 2022 @ 12:12am 
What a blessed mod, I was literally looking for one of these yesterday lmao. Proper paradrop range too, I was afraid if I found one it would have been neutered
Alterd-Rushnano  [author] May 7, 2022 @ 12:01am 
@流明贤者
Unfortunately it's serious. My responsibilities in this matter are broadly twofold.
First is that Firaxis set their paradrop range to 40 squares in Civ 5 BNW.
Second, in the existing civ 6 environment, there was no way to manipulate paradrop ability variables, so I had no choice but to use GDR's jump ability.

To sum it up in one line....even this feature is partially nerfed from those in the original CIV 5:BNW. (At that time, they could even attack after leaping 40 tiles if they got a blitz promotion! XD )
流明贤者 May 6, 2022 @ 7:58pm 
+ 40 title jump
are you serious?