Sid Meier's Civilization VI

Sid Meier's Civilization VI

EpsTweak for Support Units
32 Comments
MikeSeven 22 Feb @ 1:06pm 
As per Madisonian's post on 2024-04-21, edit the Units.xml file located at C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\2435101534\Core.
Under <TypeTags> remove lines 48-53:
<Row Type="EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER_STUB" Tag="EPSTWEAK_SUPPORT_CLASS_SHIELDBEARER"/>
<Row Type="EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER" Tag="CLASS_RECON"/>
<Row Type="EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER" Tag="CLASS_MELEE"/>
<Row Type="EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER" Tag="CLASS_RANGED"/>
<Row Type="EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER" Tag="CLASS_ANTI_CAVALRY"/>
<Row Type="EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER" Tag="CLASS_SIEGE"/>
Under <UnitAbilities> remove line 153 (159 if you haven’t deleted 48-53):
<Row UnitAbilityType="EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER_STUB" Name="LOC_EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER_STUB_NAME" Description="LOC_EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER_STUB_DESCRIPTION"/>
Madisonian 21 Apr, 2024 @ 11:16pm 
Chasing down a blank Ability line on the Unit Panel for Melee, Recon, Anti-Cavalry, Ranged, and Siege led to LOC_EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER_DESCRIPTION being empty in the text file.

By correcting that, I noticed the Shieldbearer +4 seems to be incorrectly applied to those 5 classes instead of the being linked to the Shieldbearer class; instead, there's an extraneous ability EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER_STUB that links to the Shieldbearer class/unit. That has a Name and Description but no UnitAbilityModifiers (so it displays on the UnitPanel Abilities for the Shieldbearer unit despite having no linked modifier), while EPSTWEAK_SUPPORT_ABILITY_SHIELDBEARER has UnitAbilityModifiers but no text description, and incorrectly linked classes. Linking the Shieldbearer ability and class together, removing the 5 other classes, and deleting the incomplete _STUB entries fixed everything.
Patricida 11 Nov, 2023 @ 2:49am 
Btw your mod works fine with JNR's Castles - Better Forts. New support units apply production bonus while stationing in fort properly, so using both mods is safe.
Patricida 9 Nov, 2023 @ 2:36pm 
Thank you for a quick answer :>

That's not a big deal - I was just curious, because I wasn't able to buy support unit's army/corps despite possibility of stacking them manually.

Thank you for this mod!!
Eps  [author] 8 Nov, 2023 @ 1:51pm 
It wasn't intentional initially, but I left it in because I honestly don't have a way to prevent it? Seems like any land unit with a combat strength just automatically gains that.
Patricida 8 Nov, 2023 @ 12:56pm 
I have noticed that I am able to stack demolotion crew units into corps/armies. Is it intentional?
jermapilled 11 Nov, 2022 @ 5:52pm 
Love this
Puddings 9 Nov, 2022 @ 10:28am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Eps  [author] 9 Nov, 2022 @ 9:33am 
They re-use models from the game. Shieldmaster uses the swordsman model. Pathfinder uses the Scout model, etc.
Puddings 9 Nov, 2022 @ 6:44am 
Can you include a picture of every new units pls? Thanks
Hero of Helm 23 Aug, 2022 @ 9:58am 
i am using Better Recon - Unit by Luke Jesus Saves which overhauls the scout promotion tree and treat them like the scouts from 5. i'll try a game without that mod and see if it works.
Eps  [author] 23 Aug, 2022 @ 1:48am 
Just checked - it works on my end. Sounds like some other mod you're using is messing with the modifiers on the scout promotions? (Those same modifiers are used on the Pathfinder)
Dugge 22 Aug, 2022 @ 3:13pm 
Can confirm that pathfinder's ability is not working, also scout units no longer get reduced movement cost on hills and forest from promotions for some reason, although I'm not sure this problem is caused by your mod
Hero of Helm 2 Aug, 2022 @ 6:36pm 
yes. escort or not and no matter who leads said escort pathfinder is slowed down.
Eps  [author] 2 Aug, 2022 @ 4:40am 
Have you tried selecting the Pathfinder when moving in escort formation?
Hero of Helm 1 Aug, 2022 @ 5:57pm 
as a heads up the Pathfinder is slowed down by hils/woods/rivers and the ability is not enabled when entering escort formation.
Eps  [author] 21 Apr, 2022 @ 2:02am 
I would imagine so? So long as none of the techs are deleted, they should appear on them.
Orionox 20 Apr, 2022 @ 10:21pm 
does it happen to work with mods that alter the tech tree like JNR's or mods that add significant numbers of units like warfares expanded?
Eps  [author] 17 Apr, 2022 @ 6:19am 
Yes
Orionox 17 Apr, 2022 @ 4:11am 
This one still working?
Eps  [author] 7 Mar, 2022 @ 11:29am 
No, they use existing ones.
NuDDen 7 Mar, 2022 @ 10:05am 
Do these units have their own models?
livebk 23 Apr, 2021 @ 4:50pm 
I started it immediately after adding the mods... I just started a new one and they've been applied this time. Idk what happened but all good now. Thanks for these!
Eps  [author] 23 Apr, 2021 @ 3:40pm 
Did you start that game before adding the mods? If so, they won't apply to that game.
livebk 23 Apr, 2021 @ 3:14pm 
I may be missing something but just added 2/3rds of the tweaks and they aren't working with brand new russia game. (inspired by potato). Is it because of the last patch you think or did I mess up?
Eps  [author] 9 Apr, 2021 @ 10:28am 
Oh, whoops. Forgot to change a GUID during copying. Nice catch.
Should be fixed now.
Xionix 9 Apr, 2021 @ 1:16am 
Seems not to be fully compatible with your " Civic Unit" Mods.
With this mod in , each Civic Unit loses its icon.
Palomin_XD 6 Apr, 2021 @ 8:24am 
Ta bueno tu mod ;)
Eps  [author] 1 Apr, 2021 @ 5:33am 
Nope. They have the SiegeSupportAI shared between all support units.
Junky 1 Apr, 2021 @ 4:09am 
Did you give these new units a separate class that was added to AiOperationTeams that ai can recognize to use these units ?
Telruna 26 Mar, 2021 @ 12:57am 
Very creative. Good work
Drake 25 Mar, 2021 @ 4:58pm 
This is very cool