Sid Meier's Civilization VI

Sid Meier's Civilization VI

Jedi
97 Comments
civilization  [author] 19 Nov, 2019 @ 1:18pm 
Thanks, Zombie Matt. That's great. It sounds like it's at least playable, which is a huge achievement given the totally broken state it was in before. :)

FYI I still have no plans to mod it again unless I could be sure that I could relatively easily get it back to as it was before the game patch broke it, and probably not even then; I've been playing quite a bit of Civ V recently and consider it a better game so I'm really waiting for VII. When that comes out I'll certainly at least look into recreating this, but only if they give us comprehensive help with the modding and commit to not breaking stuff with later patches.
Zombie Matt 17 Sep, 2019 @ 7:09pm 
I have created a patch for this mod. https://github.com/ZombieMatt/Civilization-Jedi.git

You will no longer need to us my enable all leaders for this to work. Is now compatible with Rise and Fall and Gathering Storm. Jedi units are no longer invisible and their animations work. Crash to desktop has been fixed, except for when exiting the game to the main menu it may crash. There is still a bug that is preventing padawans from spawning but instead of crashing the game it just ignores it, and then may crash when you exit. Buying Jedi units with Faith works fine. I also added moment illustrations.

@civilization If you decided to release an update beyond file replacement please make sure to check mark compatibility versions inside modbuddy project properties as it overrides the hard coding in Jedi.modinfo
civilization  [author] 14 Apr, 2019 @ 7:53pm 
REMINDER: THIS MOD IS BROKEN. Nothing has changed since July 2018 AFAIK.
5knights10 1 Apr, 2019 @ 1:29pm 
Game crashes when buying a Jedi. Great mod otherwise.
civilization  [author] 11 Oct, 2018 @ 7:07pm 
ilujade, I'm sorry I have no idea. I wasn't keeping track of versions when it went pear shaped.
Juju 15 Sep, 2018 @ 2:54am 
What is the latest compatible version, with which the mod worked without problems?
Major_BAKA 8 Sep, 2018 @ 9:21am 
crashes game when clearing barb encampment
civilization  [author] 18 Jul, 2018 @ 2:49pm 
As far as I can tell the designers have changed the game so that having a unit that promotes to a ranged unit bugs. I think we're going to have to consider this mod as (at least temporarily) broken. As far as I can tell there's nothing I can do about it and (as I've mentioned before) I've lost patience with the lack of support (not to mention the poor design choice that led to this bug). I'm writing this mod off again for now. I'll leave it here in case someone else finds a solution and so the developers can (if they wish) address the issue(s) in any further release, but until the situation changes I'm done.
pbfandco 17 Jul, 2018 @ 3:07am 
Having enjoyed this mod in the past I decided to give it another go but landing on a goodie hut crashed the game. I used the resume game feature to get back in and did score a jedi unit from the original hut, but along came another hut and the crash struck again.
I'm no expert at fixing this sort of thing so I will await further developments
Woody 14 Jul, 2018 @ 7:53pm 
ugh. I had it tweaked so it was working for me with the ranged units simplified to melee units... then it updated mid-game and the game crashes...
Zombie Matt 14 Jul, 2018 @ 5:43pm 
I did a little testing crash happens if a goodie huts gives you a Jedi unit but not always depending on which JedI unit you get. This happens in both vanilla and with R&F. The game will also crash if you try to move any Jedi unit that you buy with faith. I am not sure why though.
jrad7702 13 Jul, 2018 @ 5:27pm 
crashes everytime i move onto a goodie hut.
Zombie Matt 10 Jul, 2018 @ 4:56am 
This works with R&F now if Enable All Leaders is also enabled. Look for the leader named Lexindri.
DoodleBobRed 9 Jul, 2018 @ 9:01pm 
Jedi don't appear on the leader selection screen at all.
civilization  [author] 29 Jun, 2018 @ 1:44pm 
I've made the recommended change. It runs without R&F, though as Firetuner crashes it I haven't been able to test for the old bug—I can only hope that it's not back.

Could someone please test this with R&F and Enable All Leaders again and tell me whether it works please?
Emperor Easpada 29 Jun, 2018 @ 1:23pm 
sigh can't find it lol
Emperor Easpada 29 Jun, 2018 @ 1:11pm 
i have no clue what you are asking zombie matt but i'll try it lol
Zombie Matt 23 Jun, 2018 @ 2:22pm 
Found a more permanent solution. If you close ModBuddy and edit the Jedi.civ6proj look for

<ActionCriteriaData><![CDATA[<ActionCriteria><Criteria id="LeaderCriteria"><LeaderPlayable>StandardPlayers::LEADER_LEXINDRI</LeaderPlayable></Criteria></ActionCriteria>]]></ActionCriteriaData>

Delete all of that. Save file, re-open with ModBuddy and rebuild everything. That should make this issue go away for good.
Zombie Matt 23 Jun, 2018 @ 7:30am 
The reason why this does not work with Enable All Leaders is because of a criteria setting that is not needed but it is automatically added when using mod buddy to create leaders. You are supposed to be able to remove this inside modBuddy

Open modbuddy click on project and jedi properties. Select In-Game Actions. Click on one of the items in the list. Click on Criteria down arrow and remove the LeaderCriteria. Do this for everything. Save, Rebuild and it is supposed to be gone.

But modBuddy is broken. I don't know why but for whatever reason the criteria still remains. The only sure way to remove it is after you build the mod edit the file and remove it yourself. If you edit Jedi.modinfo look for

<ActionCriteria>
<Criteria id="LeaderCriteria">
<LeaderPlayable>StandardPlayers::LEADER_LEXINDRI</LeaderPlayable>
</Criteria>
</ActionCriteria>

Delete all of that. Safe the file and then upload it. It should now work when enable all leaders is also enabled.
Emperor Easpada 22 Jun, 2018 @ 7:31pm 
yea i tried it without this mod with just enable on and enable works, i turned off all mods but enable and yours, it didn't work, then i removed yours and it worked =/ i want this civ to work with rise and fall =/
civilization  [author] 3 Jun, 2018 @ 4:58am 
@Stoodquasar, is that regardless of whether you have Jedi enabled? I ask because the issue may be with "Enable…" rather than my mod. In which case I'd ask you to refer the problem to that mod. Sadly if it's a problem with this mod then I'm back to square one, as I would have no clue about how to fix that.
Stoodquasar 31 May, 2018 @ 9:46am 
I have the mod "Enable All Leaders for Rise and Fall". Whenever I try to start a game, it comes up with error code 3045188730
civilization  [author] 31 May, 2018 @ 6:18am 
@Julian Delphiki, I was under the impression that the issue you describe was gone, as it was when I tested it on 5 Apr. Was your observation of this issue before or after that time please?
Bombastic Microplastics 30 May, 2018 @ 11:38pm 
This mod worked for the first few tries but after that only the Padawan and first promotion level Jedi unit would be able to assault units throughout the duration of the game. All classes of the Jedi units could still attack cities though. Weird little glitch or whatever.
I do not have Rise and Fall

Otherwise the mod is stable for me and fun especially since I'm a SW fan :)
I like the advantages that the mod brings! I'd definitely give it an 8/10 still.
civilization  [author] 30 May, 2018 @ 8:35pm 
@Stoodquasar did you try it with the mod "Enable All Leaders for Rise and Fall" (linked below)?
Stoodquasar 30 May, 2018 @ 8:19am 
It doesn't work with Rise and Fall
civilization  [author] 4 Apr, 2018 @ 7:56pm 
It does indeed seem to work again with vanilla Civ VI. :steamhappy:

However could someone please test it with Enable All Leaders for Rise and Fall ?
civilization  [author] 4 Apr, 2018 @ 2:45pm 
Thanks, @Alcaz. I'll test it again :)
Alcaz 3 Apr, 2018 @ 2:17pm 
works just fine for vanilla civ 6
4/3/2018
if only useing this mod so its a mod v mod compatibility issue \
please update for raf cause it fixxed itself
whatever jedi are a great addition to any game
i got raf and was sad this does not work anymore...
civilization  [author] 14 Feb, 2018 @ 5:08pm 
This will probably NOT be updated for Rise and Fall. Here's why:

Since one of the game updates the mod has ceased to work. Until that issue can be or is rectified I see no reason to update if for R&F.

However, it's not that simple: I think the game is fundamentally flawed so I doubt I'd buy R&F, making modding for it problematical.

Note that I'd encourage anyone with modding skill who'd like this mod to work again to please take a look, and if someone finds a solution I'd love to implement it and of course give credit. However, I have become too tired of the lack of modding support to make further attempts to resolve this very confusing and frustrating issue myself.
Lordevan 8 Feb, 2018 @ 2:55pm 
will this be updated for rise and fall?
civilization  [author] 29 Jan, 2018 @ 4:49am 
sadoc, sadly it isn't, hence the warnings (below). It's nothing I can do anything about either. It seems that one of the recent patches to the game is mod-unfriendly. I hold out hope that they'll fix it or another modder will find a fix I can implement, but I've lost patience with the lack of modder support myself, particularly if they're going to mess things up (for mods) like this :(
N4SR 28 Jan, 2018 @ 3:55pm 
Non of my ranged Jedi Knight or Jedi Master attacks work. The ranged attack button stays grey and I can not attack. This makes both units useless except for blocking and if other units attack it. Is this something I can fix with a setting or something?
oldskoolchuk 8 Jan, 2018 @ 12:27am 
As soon as I finished my religion I couldn't purchase force sensative units with faith any longer. It was like guru replaced it.
civilization  [author] 17 Dec, 2017 @ 5:46am 
WARNING

Just a reminder that AFAIK (though I haven't played since the new features were added) this mod does NOT work any more because the Jedi Knight inexplicably stopped working with one of the base game's earlier updates.
civilization  [author] 27 Nov, 2017 @ 6:43pm 
Thanks to all those so far who've looked into this. If anyone can come up with a solution that can be replicated by others I'll happily make the fix.
Magle 22 Nov, 2017 @ 12:14pm 
I have made the Jedi unit a melee unit - deleting the ranged combat - works like a charm :)
But when building the Jedi Dojo there is something wrong with the placement. It appears 3-4 tiles away from the encampment. Making it visible in fields or other districts and leaving an empty space in the encampment
Woody 15 Nov, 2017 @ 5:48pm 
Thanks, Felson. i tried this, but it didn't work for me. I even tried lowing combat and raising RangedCombat in larger increments hoping that maybe it had to be a bigger difference. No luck. I tried raising and lowering Range and BaseSiteRange in different combinations. But the only thing I found that makes them usable is to delete the RangedCombat and Range completely, and they function as melee units.
Felson 12 Nov, 2017 @ 8:48am 
Oh, thought I should mension, I didn't try the other way around. It might be ok to have a Combat higher than RangedCombat. Either way they can't be the same vaule.
Felson 12 Nov, 2017 @ 8:45am 
I found the trick to fixing this. Turns out that RangedCombat must have a value greater than Combat in the <Units> section of the Units.xml file. So for Jedi Knight, I set my RangedCombat to 41, and it all works fine.
Woody 4 Nov, 2017 @ 9:29pm 
This was my fav mod of all time. I edited the units file to give early units an extra 2 moves and the buildings file to add +1 production to the Holocon... just to give myself a fighting chance in early game against the hardest levels and unit spamming AI. I hope a solution surfaces with this prob. I'm not a modder, just a tweaker. I have a few saved games at various points and game situations, so if there's anything I can try or test for you, let me know.

I tried a few things to gather info:
- This affects both later units and their ranged attack
- This affects both upgraded units and newly faith purchased units
- Units can still attack (ranged) cities and fortifications
- Units can still capture civilian units like workers and settlers
civilization  [author] 23 Oct, 2017 @ 11:26am 
I'm sorry to say that this mod does NOT work with the latest version of the game.

As noted in earlier comments the Jedi Knight unit no longer works.

I have no idea why. I compared it to the setup for the Archer unit and can see no distinction that makes a difference when I try to emulate it. Given the total lack of official support for modding I doubt I will ever be able to fix this. It's been a long time since I made this mod. Sadly though I could possibly reverse engineer a solution eventually I became tired of the total lack of support and having to reverse engineer stuff so I gave up modding and given the obscure nature of this issue I'm not prepared to dive in again.

If anyone who has subscribed can mod and would like to take a look please feel free and if you get any idea why it no longer works please tell me.

Meanwhile I can at best recommend that you disable the mod and hope that someone else finds a solution that I can implement.
civilization  [author] 21 Oct, 2017 @ 4:40pm 
@dhammer_911 and @jrad7702 it may take me a while to get to the bottom of this, as there's nothing particularly complex about how Jedi Knights are defined. If I end up having to replace the unit when the player upgrades it that's going to be a major redesign.
jrad7702 21 Oct, 2017 @ 10:13am 
Same here they dont attack I have very few mods.
dhammer_911 20 Oct, 2017 @ 7:19pm 
Whenever the Jedi move over to being a ranged unit (Jedi Knight (I think), the one with the hand icon) I am unable to attack with them at all. I have a lot of other mods running, so I can't say whether it's a bug or a conflict. But I otherwise really enjoyed the mod, so I wanted to give you a heads up.
Etshy 16 Oct, 2017 @ 3:43pm 
+1 for a sith version :p
Sig (Von Luck WT) 15 Oct, 2017 @ 7:55am 
Managed to find x3 padawans in goodie huts, all three can barly hold their own in a fight, even as Jedi they are pretty weak.
Sig (Von Luck WT) 14 Oct, 2017 @ 3:06pm 
No Sith Version in the works :?
NL-Meta 8 Oct, 2017 @ 10:24am 
civ can you add me on steam? I'd love to help with the mod.
civilization  [author] 7 Sep, 2017 @ 8:37am 
SynGen, there are "holes" where you have the tech and/or civic, but haven't yet built the building required. I could see no way around them, but note that you can upgrade to a unit without the building required to purchase one.