Sid Meier's Civilization VI

Sid Meier's Civilization VI

Unit Expansion: Infantry (Project 6T)
135 Comments
✰Vlad✰ 5 Jul @ 12:02pm 
I have gathering storm....
JNR  [author] 5 Jul @ 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✰ 4 Jul @ 9:40pm 
models are not rendering
iPlayGamesITA 23 Jun @ 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] 23 Jun @ 12:32pm 
Bot are melee-combat units, so I don't see the issue with both having it.
iPlayGamesITA 23 Jun @ 8:09am 
And on the bayonet thing?
JNR  [author] 23 Jun @ 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 23 Jun @ 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.
подписываюсь, отписываюсь, подписываюсь, один раз заработал и то вместо букв артефакты . В общем не играбельный мод
SempfgurkeXP 4 Mar @ 5:01pm 
Ultra Caucasian Pharaoh, try launching the game with DX11 instead of DX12, that fixed it for me
mikejj 27 Dec, 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 18 Nov, 2024 @ 1:13am 
these units cannot working.
Tony 23 Sep, 2024 @ 9:27pm 
I'm running this on Windows 11
JNR  [author] 21 Sep, 2024 @ 2:22pm 
What OS are you playing on?
Ultra Caucasian Pharaoh 21 Sep, 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 7 Sep, 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 21 Aug, 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 10 Jun, 2024 @ 12:39pm 
Hello...anyone know why I cant build any siege in my cities? Im using the whole modpack
Castellan of sea 18 Apr, 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] 18 Apr, 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 18 Apr, 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] 18 Jan, 2024 @ 4:20pm 
Maybe when i find the time.
therocksays02 18 Jan, 2024 @ 5:58am 
Hi, is there any chance we get new recon unit?
Skalozubio 6 Nov, 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] 5 Oct, 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 5 Oct, 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 4 Sep, 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] 24 Jun, 2023 @ 11:57am 
yes, all "Ranged" units after the Slinger have a range of 2 by default.
ZuryMcFlapjack 24 Jun, 2023 @ 7:41am 
Have the machine guns and gatling guns in this mod always had 2 range?
HerpBrownstainz 26 Apr, 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 26 Apr, 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 8 Apr, 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 8 Apr, 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] 8 Apr, 2023 @ 3:22pm 
Try verifying your game files.
[iKoN] Sneebo 8 Apr, 2023 @ 4:14am 
Great mod series. Only issue for me is the mortar crew are just floating heads and hands.
JNR  [author] 3 Apr, 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 3 Apr, 2023 @ 1:00pm 
I'm used to skyrim modding where some people are super chill about it and some people are really not
Domenicus 3 Apr, 2023 @ 12:56pm 
If I want to package other peoples' assets in my mod, what are the rules in the civ community?
JNR  [author] 3 Apr, 2023 @ 12:02pm 
not sure I understand what you're trying to do exactly.
Domenicus 3 Apr, 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 7 Mar, 2023 @ 12:05am 
Ok thank you so much man!
JNR  [author] 6 Mar, 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 6 Mar, 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] 5 Mar, 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.
LenisPicker1 5 Mar, 2023 @ 4:21am 
Would you be able to make this mod without requiring 6T? I ask this because currently both WE and S&T are broken. There isn't really any other alternative mods to those besides this one. Thank you!
Cooleatack 24 Feb, 2023 @ 9:17am 
The idea being that scouts are the reconnaissance and infiltration part of the military, with every era reflecting how that need evolved. (perhaps also introduce a stealth factor for the scouts at surveyor/spec-ops?)

I hope the suggestion is useful. In any way, thank you for making this game much more engaging.
Cooleatack 24 Feb, 2023 @ 9:14am 
I have one other suggestion. Combining some ideas from the comments and plans you mentioned there.

Split the Skirmishers from the Scout/Ranged Line . It has always felt weird to me that scout suddenly become ranged units, and ranged switches from 1tile to 2tile to 1tile. They have their own function and purpose, so why not split them. A possible way:

Recon: Scout - Mounted Scout (Speed bonus) - Surveyor (Sight bonus) - Explorer (Naval bonus) - Mine Sweeper (Anti-Support bonus?) - Spec-Ops (Military Sabotage bonus?) - Infiltrators (Loyalty Disruption bonus?)

1-Tile Ranged : Slinger - Javelineer - Skirmisher - Hand Cannoneer - Ranger - Gatling Gun - Machine Gun - Mobile Machine Gun

2-Tile Ranged: Archer - Composite Bowman - Crossbowman - Arquebusier - Field Cannon - Light Artillery - Mortar Crew - Drone Strike Team
Potatoes and Tomatoes 9 Feb, 2023 @ 1:12am 
Or reducing the ammount of mods in use
Potatoes and Tomatoes 7 Feb, 2023 @ 10:45pm 
Hello , its me again!

i can confirm you that the problem fixes when i switch from Direct x 11 to Direct x 12!
Potatoes and Tomatoes 7 Feb, 2023 @ 8:22pm 
hello, there seems to be a graphical glitch, where for example Horsman stretch out to whole secreen and fleckers, or the clothing of swordsmen to be turning black and white in succession, do you know how to fix?