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thx! I'll fix the file myself.
Thanks for the confirmation.
I updated UIM to the latest patch. It's fully save game compatible with the new patch and all DLCs.
Enjoy UIM
Swiss Halberdier
That is useful! thank you! I had basically given up on fixing it so hopefully Firaxis and associates get their shit in order. I will look at that mod asap! Thanks again both of you!
Oh thanks for this information! I wasn't aware of it and it seems Firaxis must fix it on their base game code.
I hope this helps.
Yes that always a good idea to test it without enabling the mod to see the difference.
This is thread of my full UIM (Units Improvements Mod) which you are writing here. BIM (Builders Improvments Mod) and RIM (Roads Improvements Mod) are fully integrated into the full UIM.
So if you have UIM activated, you don't need BIM or RIM too.
I just made BIM and RIM for players who don't want all other Units changes in the game and they can be separately be installed and used of course.
This is just the builders. Everything else seems about as snappy as it can be allowing for the usual mid-late game slowdowns. Turn processing seems fine, the AI doesn't seem to have this issue... I just notice when a builder is manually or automatically selected by the game you have a few seconds of screen freeze, the button or key shortcut doesn't work right away, and when the action is performed it has another lag before it is done.
As you say, it is very weird, I am just running another game right now with this mod disabled to test. If I recall right this mod used to be the Builder Improvement Mod?? I don't recall a similar issue then.
Thanks! Love your work!
Thats a strange issue indeed. Other units are affected too?
I didn't experienced this especially with builder units. But I know from my big campaigns, that at
least as it is in mid-game the turn-processing after hitting the end-turn button is very slow. Altough I haven't got a High-End-PC though.
Technology: Steam Power
Resource: Iron and Coal
Units Improvements Mod (UIM)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=871029057
Roads Improvements Mod (RIM)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=878149991
Builders Improvements Mod (BIM)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=878151038
Thanks a lot!
Yes open the file UIM_Gameplay.xml and delete the whole block:
<Update>
<Where RouteType="ROUTE_RAILROAD"/>
<Set UnitType="UNIT_BUILDER"/>
</Update>
i would like to ask how to disable workers from building railroads? i've tried going into the folder and erasing the
<Where RouteType="ROUTE_RAILROAD"/>
<Set UnitType="UNIT_BUILDER"/>
or changing it to ROUTE_MODERN_ROAD
but it removes the ability to make any roads.
Enjoy UIM
对抗骑兵单位 for zh_Hans_CN
對抗騎兵單位 for zh_Hant_HK
I didn't edited by myself complete classes yet and I can't say if this would properly work. Modding is sometimes a trial and error process and I figured out lots due to trial. I recommend to use not your main campaign to test stuff. Just use a new campaign and try it there, to not destroy your save games.
<Update>
<Where PromotionClass="PROMOTION_CLASS_RANGED"/>
<Set Range="+1" BaseSightRange="+1"/>
</Update>
Also, would giving a road a + value give a unit more movement?
the Aztec DLC was cancelling it out...
second, it's atm not really working with ynamp...
don't really see how that is since there are no overlaping files.
no idea what i'm missing and it's quite the bummer :(
Yes I guess if you disable this explictic string in S+T, then UIM should adapt the Builders that they can build roads and railroads.
Oh great that it works now and thanks for reading the comments here :-)
And thanks for your explanations about solving the issue! Thanks and I appreciate the positive feedback about my little mod.
Yes it does assign this ability to an own custom unit it seems. Like UIM does remove this ability from the Military Engineer and assigns it to the Builder.
In the vanilla game the Romans can construct early forts by default with their Legionaries. The Military Engineer can build roads/railroads by default. And unfortunately only one unit can be set to construct roads/railroads.
And if a mod like UIM or Steel and Thunder change this default road-building-unit-assignment, then only this unit can build roads/railroads. And the Military Engineer looses this ability.
The problem is like you experience it now, that if two mods change this default road-building-unit-assignment, then only one mod "wins" and does the change and sets his assigned unit by default.
Yes unfortunately this one-unit-building-roads-restriction is somehow hardcoded by CA. So if mods change this unit, only one mod really does the change afterwards.
If he is that good, why then does he ask me, someone who hasn't programmed for a couple of decades, to check the list? I haven't the foggiest idea how to do that. Anyway, I have a really hard time believing only 1 unit can do something like building roads, it's totally illogically to hard-code something like that, so I'm still guessing he expected the result to turn out a different way than it did. Even the best programmers make stupid mistakes, been there, done that. So the best thing he could do was to check your mod, together with his, and see what actually happens.
Deliverator23 is one of the best Civ Modders out there with incredible work. He is a coding/scripting and texturing mastermind.
Yes this could be the issue as only one unit can be technically assigned to build roads. So if Steel and Thunder assigns an own unit for this, then it could be that UIM's change will be overwritten.
Try to delete the complete "---- Incan Chasqui - Build Roads" block from this file here:
C:\Program Files (x86)\Steam\steamapps\workshop\content\289070\1362931045\Data\MOARUniqueUnits.sql
To see if the builders can build again roads afterwards in game and use the change of UIM. I guess that's the only solution. But create first a backup of this file.
Thanks for your reports! Yes I know the awesome Steel and Thunder mod and it's really great. Probably he must also update the mod to the latest patch.
Yes unfortunately mod conflicts can prevent sometimes "overlapping" changes to be applied to the game. So if two mods change the same value, one overwrites the change of the other mod.
I updated my Civilization 6 Mods to the new patch. They are fully compatible with the new patch and all DLCs.
Units Improvements Mod (UIM)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=871029057
Roads Improvements Mod (RIM)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=878149991
Builders Improvements Mod (BIM)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=878151038
No problem and thanks for the info :-)
Sorry for confusion
The way I see it, Firaxis could either have implemented a +4 moves in coastal (as literally described) and added that to BaseMoves in code OR have implemented some way of saying that its moves are 7 in coastal waters. I'm thinking it's the latter
So I went poking around the game data files and found a trail that led me to 'Modifier Arguments' of 'LONGSHIP_FASTER_COAST' with a value of 1... while this doesn't seem to match the description by Firaxis of +4 movement, it would explain how I'm seeing movement of 7 in coastal waters...
Yes that should work together with UIM.
@sucrose
Ah good that you mentioned the other mod which adds +1 BaseMoves to the Viking Longship. So it seems that this mod overwrites my change for this particular unit.
Any thoughts?
The new Civ 6 patch has been recently released. UIM still works, but it shows "not compatible" in the mod overview section. This is normal until I updated it, but you can fully use it.
@Enoch
Could you please give me the link to the mod? Then I could look at it.