Sid Meier's Civilization VI

Sid Meier's Civilization VI

[IMBA/OP] Skynet Terminator Civilization [Expanded] LORE ACCURATE
374 Comments
Sanakan  [author] Nov 12 @ 3:13pm 
thank you for the 5 star rating, despite the controversial nature of the mod i am surprised its able to attain the 5 star. thank you again to those who still play and have played. maybe i will come back to drop an update:vanilla2:
Sanakan  [author] Aug 17 @ 1:56pm 
@920578347 is this the case with the mod on its own? if you have a mod conflict i recommend checking logs, id appreciate your report on it! im not sure if the game has been updated since i left it. however, last time this was updated, the mod worked on its own perfectly, and with a mod collection of around 80 mods i had.
Sanakan  [author] Aug 17 @ 1:52pm 
@Aziza86 sorry for the late reply i didnt get notified of your comment. the tech tree has all the buildings and unit unlocks required to build certain units. im not sure if the game has been updated since and anything broke because i havent played in a long while now. but the intended way to play was to unlock the unit through the tech tree, then build the prerequisite building in the city where you want to produce the unit. if you have unlocked the unit, BUT have not bought or constructed the appropriate building for it, you cannot produce the unit in that city.
Aziza86 Aug 8 @ 9:33pm 
There's 300 comments and don't want to sort through them all.

I can't build T-600's. In fact, I don't even know what allows me to build HK units at all because it just popped up out of nowhere on another save. On this save I cannot find them to build at all even in my starting city. This is making my war path tedious and disappointing :(
920578347 Aug 3 @ 10:08pm 
很遗憾的现在无法使用他,启用游戏会崩溃退回桌面
Sanakan  [author] Nov 13, 2024 @ 10:56am 
@idontknowwhattonamemyprofile have you built the factory for it? the building in the industrial zone replacement is a prerequisite to making the t-800
Ze'ev Nov 9, 2024 @ 7:41pm 
the t-800 dose not work and you can not make any
Ze'ev Nov 9, 2024 @ 7:19pm 
update
goodods Nov 8, 2024 @ 7:02am 
求汉化, china pleas!
Sanakan  [author] Sep 29, 2024 @ 8:40am 
@robin28samo im so sorry for the late reply i didnt see it at all... probably too late to mention but yes it works with or without mods. also i never thought to replace any of the expansion unique classes to avoid the need for expansions. theres ways around it but i never looked into it in the code.
JTheNerd Apr 27, 2024 @ 10:33am 
i wish to make a suggestion that you replace the special forces unit with the T-1000
JTheNerd Apr 25, 2024 @ 2:46am 
Does this mod work with DLC's?
Sanakan  [author] Mar 22, 2024 @ 4:58pm 
@Glaively sorry for the late reply I wasn't notified of your comment and I've been busy lately. If you havent already, have you built the specific factory buildings? They're the prerequisites to producing certain units. Let me know if you're still having troubles.
Glaively Mar 11, 2024 @ 1:31pm 
I cant make anyone new untis besides the norm units i only have the t800 i think i need more stuff but idk
metronome Feb 28, 2024 @ 7:25pm 
Ok, thank you for the response Sanakan.
Sanakan  [author] Feb 28, 2024 @ 2:50pm 
@metronome I've replied to you on lite. I'll check this out tomorrow and fix asap I'm very sorry...
metronome Feb 28, 2024 @ 12:16pm 
Ok, just played a few turns with this as well as the Lite Version, neither can build their unique buildings that give population. Makes for a real challenging playstyle!
Sanakan  [author] Feb 21, 2024 @ 12:15pm 
@Namstnuhspammer ive put the mod development on hold for now but it might not have new infiltrators. instead i was thinking of reworking the current ones to have new unique abilities. for example, the HK-Aerial to have a chance to drop a HK-Tank on death (as seen in genisys). if im going to introduce new units, i might take more form the resistance game. there will be a new terminator game coming out soon, so it might provide some inspiration and content as well. not sure when ill get this mod done but ill update you on it
Emesis Goon (She/Her) Feb 21, 2024 @ 11:30am 
cant wait for that new skynet mod, will there be a possibility for a reworked infiltrator or T-1000 (maybe even a T-3000 that when used converts another unit of an enemy into a friendly terminator at the cost of it)
Sanakan  [author] Jan 29, 2024 @ 3:04pm 
got a very sophisticated skynet mod in the works, aiming to replace it with the this one and will be way more balanced (will not delete this one, and will keep this one up for anyone playing). lite version will be deleted however. will be very lua intense.
Sanakan  [author] Jan 27, 2024 @ 3:17am 
@ꕤ thanks for this info, im 100% sure ive done a few things wrong in these files so i will have to revisit them to fix it. both skynet mods need updating as they are crudely put together having made the new mod. ill apply this when i get time to update these.:wakana:
澀草莓🍓 Jan 27, 2024 @ 2:15am 
I created "Civilizations.artdef" in "...\289070\2911395283\ArtDefs" and added content in "Skynet.modinfo","Skynet Civilization.dep" to solve the problem of game music interruption caused by the absence of audio Settings in this module.
"...
<m_Value text="Aztec"/>
...
<m_Name text="CIVILIZATION_SGA_SKYNET"/>
..."
Sanakan  [author] Jan 23, 2024 @ 2:19pm 
its out, please play it!!!!!
Sanakan  [author] Jan 22, 2024 @ 3:12pm 
mod coming out tomorrow, will have machine translated traditional and simplified Chinese, Japanese, Korean, Spanish, Brazilian Portuguese and Russian translations.
Sanakan  [author] Jan 20, 2024 @ 4:06pm 
all lua scripts finally done, fixing a few textures and icons and then testing mod. i will need a day or 2 for this.
Sanakan  [author] Jan 11, 2024 @ 4:29pm 
new civ mod has a lot of lua. i have tested 1/3 lua scripts but its taking a while, so another week of testing perhaps... everything else is complete except perhaps a custom district icon which ill add after the lua testing.:wakana:
Sanakan  [author] Jan 1, 2024 @ 3:52pm 
i havent started updating this or lite yet, but i have made significant progress on a new civ mod, will be done in a week or 2. you'll really like it. very unique militaristic traits for the leader and civilization, completely unique district which has no buildings??? but has interesting properties, unique unit which has some interesting properties too including situational promotions. this will be a very complete mod i just need some time to figure things out which i wasnt able to in this mod.:wakana:
Sanakan  [author] Dec 28, 2023 @ 3:03pm 
i will be updating both skynet mods with balances and other qol changes like finishing moments, adding more unique dialogue and other things to make it feel more complete. also... i will have a new mod coming soon. i promise it will be more balanced than skynet ;D
Sanakan  [author] Dec 23, 2023 @ 2:10am 
@☪Al3xM3rc3r✠ at some point in the modding process, the game will crash. If you have upwards of a hundred mods there's bound to be a conflict. Theres very little chance of them working together. When is the game crashing? What's making it crash? Have you checked the game logs? Please check the game logs particularly database.log and modding.log to see what's happening.
☪Al3xM3rc3r0✠ Dec 22, 2023 @ 3:19pm 
my game crashing idk why, is not even matter how i try. i tried so H A R D
Sanakan  [author] Dec 3, 2023 @ 3:19pm 
should i nerf this? if so, how much and what should get the nerf hammer?
Sanakan  [author] Nov 10, 2023 @ 4:51am 
@markdfairchild hmm I'm not entirely sure, I could have a look when I update the game when I next play. Can't say for certain I know where to disable it...
Merry Malfunctioning Nov 9, 2023 @ 7:43pm 
Is there any way to disable the noise the comes from the skynet outpost?
Sanakan  [author] Nov 8, 2023 @ 10:05am 
@Maxx4u thanks for your feedback, ill consider it. ill take a further look into the lite mod. some of the modifiers for the lite version is different to this one as i didnt fully implement the newer changes to it. in the mean time, do you have any errors related to the skynet lite mod? you can find the Logs for this in C:\Users\[NAME]\AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs. the key logs to look for is database.log and modding.log. if you hit CTRL + F and search Skynet it will index by all logs related. could you tell me if you find any errors? it seems like the modifier to add population is broken for you likely related to a mod conflict.
Maxx4u Nov 8, 2023 @ 8:57am 
1. Mod is great. The Light Mod do not work :(
2. it would be great, if you can build-in a product to build, after finished the product grants +1
population. this should need at least 10+ rounds.
3. is it possible to remove the +gold from the unique buildings?
4. after building the unique district no t-800 should spawn.
Sanakan  [author] Nov 5, 2023 @ 1:28am 
@markdfairchild unfortunately not, but i hoped that would serve as a handicap if anything. Technically, if certain buildings were to be damaged through a nuclear strike or a natural disaster, you could repair the building and the full population would be recovered but I don't think that's relevant to the settler case.
Merry Malfunctioning Nov 4, 2023 @ 9:23pm 
Is there any way for skynet to recover the population lost when you produce a settler?
Sanakan  [author] Sep 7, 2023 @ 10:09am 
@Sam well yeah, that's the whole point. I put imba warnings enough times on this mod page bruh
Rapper Grandma Sep 7, 2023 @ 7:46am 
this is just a joke u can kill everybody with t800 when u start the game
韩拾柒 Sep 1, 2023 @ 4:41am 
If you can, that's great
Sanakan  [author] Aug 31, 2023 @ 6:11am 
@韩拾柒 I was thinking to add machine translations to this mod. I may add it soon I'm not sure.
韩拾柒 Aug 31, 2023 @ 12:23am 
I really want to play, but there is no Chinese translation
Sanakan  [author] Aug 13, 2023 @ 3:09am 
@miketoland glad you enjoy it, thanks for playing mane:wakana:
miketoland Aug 12, 2023 @ 6:27pm 
It works perfectly now. Thank you.
This mod is loads of fun.
Sanakan  [author] Aug 10, 2023 @ 8:22am 
@miketoland i dont see why it shouldnt, however i havent tried it myself. ive just tested the mod without any other mods and it works on its own perfectly fine. you have the tier 2 hk aerial factory built correct? if so, could you try checking the database.log file in C:\Users\*YOU*\AppData\Local\Firaxis Games\Sid Meier's Civilization VI\Logs? if there are any errors related to skynet please let me know. your issue is most likely a mod conflict. thanks
miketoland Aug 10, 2023 @ 5:04am 
I can't build helicopters at all now.
Is this compatible with CQUI?
Sanakan  [author] Aug 6, 2023 @ 12:35pm 
mod has been updated let me know what you think and please inform me of any errors/inconveniences/improvements. Thanks!:wakana:
miketoland Aug 5, 2023 @ 1:14pm 
Ok, I'll give it a try.
Sanakan  [author] Aug 5, 2023 @ 8:45am 
update coming out tomorrow a few issues i had to fix with the new agenda and promotions.
Sanakan  [author] Aug 5, 2023 @ 8:45am 
@miketoland hey man thanks for the feedback. i did actually fix that issue in the last update (in the logs) i put the wrong domain on the unit or something like that, but it should be fixed if you either resubscribe or start a new game.