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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2037735359
It includes a new Top Panel which gives a visual indication of the unit limits, including detailed tooltips on your limit and the units you currently own. Go take a look, and if you want to try it out in a new game be sure to unsubscribe from this one.
Or better yet, maybe first just try a new game with the most recent version of the mod and see if it's working there. If not, then I'll look more into it with you.
Could you copy the Ikanda line of data from units.xml and paste here so I can have a look to see if I can tell what happened? You will find units.xml in your game data folder at:
Program Files (x86)\Steam\steamapps\common\Sid Meier's Civilization VI\Base\Assets\Gameplay\Data
Thanks ChrisMartin for the feedback!
So in the civ choosing Warrior Monk belief, will be much stronger then other civs in the Medieval era. Having 1-3 extra land combat units pr city, that early could rake havoc with other civs.
So I think the simple answer should be Warrior Monk = Land Combat.
Ideally Warrior Monk should count as Land Combat, but can't buy more then allowed Religious Cap. But at the same time, the 4 normal religious units can be bought with faith under the same Religious unit cap.
So 2 cities with 1 Encampment (/w Barracks) in city #2 and 1 Holy site (/w shrine + temple) in capital = 8 (5 base + 2 city + 1 district + 0,5 barracks) Land combat units, including 3 (1 base + 2 district in capital) Warrior Monks, and 3 (1 base + 2 district in capital) missionary/apostle/inquisitor/guru.
Glad to see you over here! So, I was going to say it falls under the Land Combat units, which it does... but I double checked, and it is actually currently being put in both Land Combat and Religious. I'm going to edit it (in the next couple of days) so that it is only considered Land Combat, unless you convince me that it belongs in Religious instead. Thoughts?
Does Warrior Monk fall under religious column?
If you are unhappy with the unit limits, adjust the values to better match your personal preference. I currently have a game on turn 900 that I'm playing with this mod, and it's so nice to be able to play this far into the game without every tile being cluttered with units. To build on that, there are at least 6 active religions currently in that game.
If you see evidence of AI having more units than they should, please provide details of the issue including #units/cities/districts, and if the problem seems confirmed them please friend me and follow up with logs and screenshots so I may diagnose any potwntial issue.
What's more, I think it's causing some problems with the AI and religion. In my last game, myself and AI Japan founded and spread religions. But while AI Poland, Arabia, France, and Spain also founded religions, I could find no evidence of any cities in the world following them.
It is very easy to change those values too, so if different numbers work better for you then you can swap it out no problem.
This update will likely break any saved games using the old version. If you would like the old version to manually install and finish your saved game, send me a message and I'll provide that to you.
The problem was Real Era Stop. It sets a load order of 999999 on it's database altering files. The high load order was deleting units out of the game's unit table, after the unit limit enforcement tables were being populated. That was causing a nil index error when my scripts were trying to compare the two tables. I changed the load order on my mod to 1000000, which from my testing has fixed the issue. I uploaded the new version here.
Let me know if everything works for you now.
The others I mentioned, If I add a single other to the list above, I get a crash to main menu.
Thank you very much for the feedback.
If you would take the time to enable your mods 1 at a time to see which one causes the conflict, I would happily look at the code for that mod and find the issue. Then I will be able to propose a solution to get them all to work together.
With all community content disabled, and only this one active, I *can* train slinger, warrior & scout on turn 0.
With all of the mods I mentioned on, together with this, I *can't* train warrior, slinger or scout.
I am unfamiliar with several of those. Will you please try starting a game with this mod a only and letting me know if it works for you?
Are you using R&F and/or GS?
If you find that you prefer all civs to have the same limit, the numbers are easily edited in the lua file. Instead of the standard 6/1/1/.5 for land units, you could change it to something like 12/0/0/0.
I like that idea quite a bit. Whenever I get time to work on this mod, I'll consider how to implement and balance that. It could get out of hand with the huge AI population later in the game.
Yes, this mod works with modded units - not sure how I forgot to put that in the desc.
I use this mod currently with the Steel and Thunder units mods.