Sid Meier's Civilization VI

Sid Meier's Civilization VI

Future Warfare(NON-GDR unit upgrade)(Ver 2.11)
60 Comments
DasRite! 4 Jul @ 1:52am 
FYI: This mod used with JNR Unit Expansion: Future will cause Wonders like Mato Tipila (Devils Tower), Delicate Arch, and others to no longer render in the game. The Wonder will be present and functional but the Wonder will be either fully invisible or partly invisible (e.g., you only see the base of Mato Tipila but the tower is missing). Sometimes this mod will cause the issue even without JNR's mod enabled so be aware.
solesurvivor2077 28 Jun, 2024 @ 2:25pm 
are you going to add sound it would make this even more cool and fun
Random Space Marine 10 Feb, 2024 @ 1:07am 
Wonderful mod, the only downside is the combat animation is a little weird and there's no sound or particles. Overall a good mod for a game with limitations (looking at you Fraxis).

If Civ 7 does actually come out, I hope there will be a mod like this with better optimization and functions and some more features.
johnjoshua 21 Jan, 2024 @ 1:59pm 
이거 개척자이름 사라지고 "이주단" 이라고 나오면서
생산이 되어야하는데 생산이 안되는데
어디서부터 수정해야하는지 몰라 그냥삭제함
VanidaCKP 8 Nov, 2023 @ 12:11pm 
I would like to make my mod compatible with this mod. I am disabling/removing GDR/GDR Tech, and your mod crashes mine, but I cannot figure out why. I am using ActionCriteria, so I can include files specific to this mod for compatibiliy. Here's the GDR removing code, any ideas:

-- Delete Units
DELETE FROM Units WHERE UnitType='UNIT_GIANT_DEATH_ROBOT';
DELETE FROM Units_XP2 WHERE UnitType='UNIT_GIANT_DEATH_ROBOT';

-- Remove from Tech
CREATE TRIGGER RemoveGDRTechModifiers_after_techtype_load
AFTER INSERT ON TechnologyModifiers
WHEN New.TechnologyType = 'TECH_FUTURE_TECH'
BEGIN
DELETE FROM TechnologyModifiers WHERE (ModifierId='GDR_AA_DEFENSE_UPGRADE' OR ModifierId='GDR_ARMOR_UPGRADE' OR ModifierId='GDR_BONUS_MOVEMENT_UPGRADE' OR ModifierId='GDR_SIEGE_LASER_UPGRADE');
END;
VanidaCKP 7 Nov, 2023 @ 8:47am 
Any chance you could make a version of this mod that removes GDRs, or fixes compatibility with the Remove GDR mod?
Shart Attack 19 Oct, 2023 @ 11:02am 
You should add X-COM as a end game wonder that adds a final upgrade that harvests crashed alien ship tiles to make the alien fighter, mechs, and SHIVs.
Solarius Scorch 27 Mar, 2023 @ 9:35am 
@ Tacoaloto: It's a pity, I was planning to add this mod to my next playthrough. Thanks for the notice, anyway.
Tacoaloto 24 Mar, 2023 @ 6:09pm 
Just wanted to note this mod is not Compatible with 6T and the future units become available at the start of the game
孤冷寒月 29 Nov, 2022 @ 1:55am 
a little question:the mod name just like not GDR upgrade,but read after the describe,it seem like not-only GDR upgrade.or I understand is false
James III, Vampire Killer 2K1 21 Nov, 2022 @ 5:31pm 
iIs this compatible with 6T? I can't see the new units or the upgrades to non gdr units
被追打的小豬豬 19 Nov, 2022 @ 7:23am 
Those units appeared at once when the game started on initial era but not on future era
我从来没觉得dive开心过 14 Oct, 2022 @ 6:39am 
So basically, all prerequisites for spec ops, machine guns, and modern AT are removed, and they can be built in turn 1. Barbarians will also spawn these units right away, and send you spec ops instead of scouts.

Actually, this bug can be a mod by itself, making it necessary to bribe barbarians.
CactusDude 18 Sep, 2022 @ 6:55am 
No sounds come from them.
Kennyv47 10 Jul, 2022 @ 7:57am 
The units appear way too early in the beginning of the game.
Actually right away.
It should only appear in the future era.
Linax9R 15 Jun, 2022 @ 11:19pm 
Could you add some beyond earth air units
인생을 떠도는 나그네 18 May, 2022 @ 10:39pm 
I think you have to be as hard work updates now..Thank you for your efforts.Later, I'll expect air and sea eopttet
Endless Void 18 May, 2022 @ 8:55pm 
Awesome :Gifting::Gifting::Gifting::ironwalker:
Alterd-Rushnano  [author] 18 May, 2022 @ 8:28pm 
@Endless Void
At this point, it is not limited to 'ground units'. However, if I have more time and more response, Iwould like to add a naval unit. (Carrier, Missile Cruiser, Destroyer)
Endless Void 18 May, 2022 @ 8:18pm 
will you add more units from beyond earth to civ 6 in any future?
Alterd-Rushnano  [author] 18 May, 2022 @ 7:20pm 
[Hotfix]
Updated problematic syntax.

ps. I also tested starting the game from ancient Era, but did not experience the 'Start Beyond Earth Colonist' symptoms that some people experience. If the problem recurs, it is most likely a mod conflict.
인생을 떠도는 나그네 18 May, 2022 @ 7:57am 
It's almost midnight here, so I think I can check the update tomorrow night. If it's updated, please write it down. I'll check it tomorrow
Alterd-Rushnano  [author] 18 May, 2022 @ 7:51am 
@인생을 떠도는 나그네
no. I completely deleted that code. There seems to be something wrong with the update... I'll try again.
인생을 떠도는 나그네 18 May, 2022 @ 7:44am 
Ancient migrant bugs can't be helped then. So is it for the same reason that future generations of units are still buying faith? I can't make it productive yet
Alterd-Rushnano  [author] 18 May, 2022 @ 7:37am 
@인생을 떠도는 나그네
Maybe the option to 'upgrade' the consumable unit Settlers is causing an error. In civ 6, when a unit is spawned, it tends to automatically provide a unit with the most up-to-date tech tree.

It makes sense from a canon standpoint, but since every player (including the AI) didn't have to 'wait for an upgrade' after building a Settler.
인생을 떠도는 나그네 18 May, 2022 @ 6:34am 
Or is it because I did it in cheat mode? Once you start the ancient times, there are still migrant bugs, and when you complete all of them with cheat and film them, you can't produce them with productive power.
인생을 떠도는 나그네 18 May, 2022 @ 6:32am 
Um... I checked and they said it was updated, but I don't see any changes. According to the update note, it prevented future mode migrants from appearing in the ancient version due to the deactivation of faith purchases, but nothing has changed. I thought it was because I didn't get the update, so I re-subscribed and went in, but it hasn't changed. Can you check it again?
ThinkingNut 18 May, 2022 @ 6:07am 
Ok, got it. Thanks! I'll look into my mods again.
Alterd-Rushnano  [author] 17 May, 2022 @ 11:44pm 
@인생을 떠도는 나그네
Hope you like this update! In fact, a lot of other people besides you have also shared similar grievances. XD


@Kacey
Hopefully this update will fix the problem. In fact, I'm surprised that this error has never been seen in my Civilization test play.

ps. Why does my mod cause unexpected errors when it falls into other people's hands.... *sigh



@ThinkingNut
That's probably a very high probability that your mod conflicts.

1. No melee attack against GDR
This could be the result of a domain change to GDR. I had a similar error when I applied DOMAIN_ALL to allow barbarians to walk on water. (That's why the Barbarian GDR still can't walk on shore and on the sea, unlike other CIVs.)

2. Removed Fallout Immunity?
I bet this is not involved in this mod. I just gave some future era units the Radiation Immunity ability of GDR, I didn't modify the ability itself.
Alterd-Rushnano  [author] 17 May, 2022 @ 11:35pm 
[Update Note]
1. Buildable for Future Era Infantry:
Disabled the Faith-Only Buy element as found that it's only giving Most of players a generally negative experience.
2. Fix colonist related bug:
Some players seem to ignore the <ObsoleteCivic> code in the game. That's probably why you've seen Future-era-super-automated-setters in the ancient era. So, I changed the constraint code to <MandatoryObsoleteCivic>, which is mainly used by Firaxis. (I presume that's not going to happen.)
ThinkingNut 17 May, 2022 @ 9:16pm 
Also notice that I can't really use the buffs from Future Era techs in battle because all my units keep dying from radiation poisoning. By the time they are positioned near an enemy, they just die. Maybe patch this so that all units affected by the buffs (including naval, siege, cavalry class etc.) are resistant to nuclear fallout?
ThinkingNut 17 May, 2022 @ 9:10pm 
Also notice that all the Future Era units are also dying to radiation poisoning - if this is intended, you might want to amend the "Resistant to weapons of mass destruction" description.
ThinkingNut 17 May, 2022 @ 8:28pm 
I also notice that I cannot actually target enemy GDR's with melee attacks. Bug or intended? :)
ThinkingNut 17 May, 2022 @ 8:13pm 
Hi, not sure if this is part of the mod, but I just found that my GDR died of radiation poisoning from nuclear fallout. Was this intended? Cheers.
Kacey 17 May, 2022 @ 12:58pm 
No i started in Ancient Era. For some reason all civs start with colonists and the ability to produce them without near future governance. (I have better goody huts) when settlers are given as a tribal hut reward they spawn as settlers but other than that all settlers are colonists
인생을 떠도는 나그네 17 May, 2022 @ 6:21am 
3. When I first set it up before I started playing the game, there was another era under the Information Age, but it was broken, so I didn't know what era it was. I wonder if this is also an error.

4. Finally, Hyundai tanks, artillery, and special forces have been forcibly transferred to faith, making it inconvenient to have no engineers close to them when selecting troops later. So I hope this will be improved.

I think it's still a mode that needs some development and optimization. I want to show you these errors in person, but I don't know where to send them, so if you are curious about what kind of errors there are, please write down a comment. I'll send it to you by email.

For your information, I am Korean.
인생을 떠도는 나그네 17 May, 2022 @ 6:21am 
I knew this mode and used it. But there are some errors, so I write to the developer like this.

1. I don't know if it was an error, but it was recognized as a migrant from the beginning. Obviously, the selection of the times started in ancient times.

2. Maybe it's because I used the graphic setting low, so I pulled out my troops, and some of them are broken I can't see it. I use the mode a lot, but I'm not sure if it's incompatible or because the graphics are low.
Alterd-Rushnano  [author] 16 May, 2022 @ 10:50pm 
@ThinkingNut
THX! XD
and At this point in my opinion, this mod should be considered complete. There will be maintenance only.

@Kacey
You start as a colonist? Have you ever enabled the Start Future Era option? If that's the case then it's not a glitch. Colonists replace Settlers if you have Near Future Governance Civics.

If not... please tell me quickly. In that case, it seems like an error I hadn't thought of.
Kacey 16 May, 2022 @ 9:11pm 
Getting a glitch where when i start the game my settler is a colonist and my cities can only produce colonists
ThinkingNut 14 May, 2022 @ 5:55pm 
Awesome, thank you very much.
Alterd-Rushnano  [author] 14 May, 2022 @ 6:42am 
@Mikebullock
Unfortunately not. I made this mod to work in the original RF+GS+frontier pass environment. If the mod contains a new 'information era unit upgrade', it is most likely not compatible with this mod.

(Unfortunately, the machine gun is the only case that has stopped in the atomic era, so most modders want to make a higher upgrade unit of the machine gun when redesigning modern warfare units)

@ThinkingNut
I'm personally working on it. I'm a new CIV 6 modder, so I'm not very good at working with these graphics. Still, if possible, I'd love to show them how to actually use projectiles and explosives.
Hell Rider 12 May, 2022 @ 8:49pm 
Hey body is this mod compatible with Warfare Expanded
ThinkingNut 11 May, 2022 @ 5:18am 
Awesome mod! The units look really cool. I wonder if it is possible to add mid-combat firearm explosion animations as well?
Alterd-Rushnano  [author] 2 May, 2022 @ 7:48am 
@abstr

저도 그 문제를 발견했습니다. 사실 저는 기존 유닛들의 생산을 오버라이드 하지 않게 설정했습니다. 지금은 가끔씩 기계화 보병은 생산할 수 있다고 나오지만, 나머지는 완전히 신앙 구입 창으로 이전되었습니다.

개인적으로는 마음에 드는 의도치 않은 효과지만, 만약 문제가 된다면 이를 수정할 수 있게 하겠습니다.
(Also found the problem. In fact, I set the production of existing units to not be overridden. It is now occasionally said that mechanized infantry can be produced, but the rest has been moved entirely to the Faith purchase window.

This is an unintended effect that I personally like, but if it becomes a problem, I will be able to fix it.)
abstr 2 May, 2022 @ 4:57am 
모드를 섞어써서 그런지 몰라도 기존 유닛들이 생산창에 없습니다
Alterd-Rushnano  [author] 2 May, 2022 @ 4:42am 
@abstr
아. 그건 의도된 겁니다. 이들은 생산이나 골드 구매로 얻을 수 없습니다. 테스트 결과 기존의 보병 유닛들은 그대로 생산창에 남아 있었으며, 여러분은 기존에 생산한 이 보병들을 업그레이드 하거나, 신양 구매를 통해 대량으로 얻을 수 있습니다.
(Ah. That's intentional. These cannot be obtained by crafting or purchasing gold. As a result of the test, the existing infantry units remained in the production window, and if you want the Beyond Earth infantry, you can upgrade these previously produced infantry or obtain them in bulk by purchasing Shinyang.)

왜냐구요? 지금은 거대한 실수니깐요!
(Why? That's a great mistake! XD)
abstr 30 Apr, 2022 @ 9:59pm 
미래 유닛들이 생산이나 골드구매가 안되고 업그레이드 또는 신앙 구매밖에 안됩니다. 기사단장의 예배당 없이도 신앙 구매가 됩니다.
Alterd-Rushnano  [author] 29 Apr, 2022 @ 12:25am 
[Last Update]
Completed the addition of Beyond Earth units.
With this, the mod has been completed and will only be maintained. :D
Alterd-Rushnano  [author] 27 Apr, 2022 @ 11:49pm 
have one thing to tell you. It turned out that the 'future era appearance upgrade' I thought was not as good as I thought.

Firaxis' Era.artinfo doesn't actually support the appearance of future Era units, if you don't know about other eras. (Oh my God, why did they forget this?) I implemented this in a way that overrides it, but in the process, there are minor errors that do not change the appearance of the units that have already been made, and major errors that do not change the city according to future Era. .

Because of this, I plan to make a 'future Era unit' only for units that change appearance. Don't worry, you can upgrade them very cheaply.
Alterd-Rushnano  [author] 26 Apr, 2022 @ 8:57pm 
@Cazadora
I have also confirmed the problem now. In the case of Start Future era, there is no problem, but other than that, it often does not work sporadically. working on a fix for this issue.