Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Knights reinforcement (FOR ALL MANKIND FACTION)
   
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19 Δεκ 2022, 0:01
24 Δεκ 2022, 0:43
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Knights reinforcement (FOR ALL MANKIND FACTION)

ΣΕ 1 ΣΥΛΛΟΓΗ ΑΠΟ Mithrandir
GLADIUS collection de mods
16 αντικείμενα
ΠΕΡΙΓΡΑΦΗ
KNIGHTS REINFORCEMENT


  • This mod add Crusader Knight and Cerastus Knight Lancer to all mankind factions.
  • New building to make Knights recrutment available for Space Marines and Astra Militarum.

EN / FR
28 σχόλια
reshuram05 19 Απρ, 11:50 
@DarkMaster I think so yes, the Knight Crusader is usually an AdMech unit
DarkMaster 8 Απρ, 12:23 
will buying the mechanicus dlc give me the research options for the crusader knight cuz as of now i only have acess to the sororitas dlc i can make knight crusader but he doesnt get affected by researches
Tallahassee 1 Σεπ 2024, 1:50 
it doesnt work for me
HungryTGUY 3 Αυγ 2024, 0:03 
Changing the file type at modern windows in normal file explorer can be finicky; worst comes to worst, open the file up manually, do "save as" with no extension type and THEN manually type construction.ext to the raw file that doesn't have any extension now.
HungryTGUY 2 Αυγ 2024, 23:56 
Actually, I liked the mod enough that I made the code below; delete the old construction.xml file in the buildings data/world/buildings/[faction] and make a new construction.xml.ext (or just modify the old one) and in the fresh file, paste;

<?xml version="1.0" encoding="utf-8"?>
<building>
<actions>
<constructBuilding building="SpaceMarines/Auxiliaries" requiredUpgrade="SpaceMarines/Auxiliaries"/>
</actions>
</building>

where you change the "SpaceMarines" text to the relevant faction. If you didn't screw up and there aren't other mods you have that uses construction.xml instead of .ext, the compatibility issue will be fixed.
HungryTGUY 1 Αυγ 2024, 19:57 
Hey, I just wanted to mention that for any faction the construction.xml file in your mod files data/world/buildings/FACTIONS would mean that if there are any mods that modify the construction.xml files, then the two mods would be incompatible. That's why I recommend you to turn the construction.xml files for all factions to construction.ext files with code along the lines of (for example space marines);

<building>
<actions>
<constructBuilding building="SpaceMarines/Auxiliaries"
requiredUpgrade="SpaceMarines/Auxiliaries"/>
</actions>
</building>


Take a look at the code some other modders in the workshop has made (such as mods that add new units to a faction) to understand how the ext files work; they are pretty simple, and should resolve the incompatibility which results in some people not being able to build the recruitment buildings if they have some mods on.
Firebringer4 14 Απρ 2024, 2:06 
Hey I made a compatibility patch with your mod and the mod Iron Hands, ill link it here if you want to throw it in description or someone else wants to use it.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3222050815
brandonmoran1999 1 Δεκ 2023, 7:29 
@dr4gon @vonpassow any mod added faction will not gain mod added units without a patch period every time u make a faction u have to manually add units so other mods adding anything to a base faction will not give those units to mod factions
Tal'Raziid 18 Ιουν 2023, 19:05 
Will this work with Callipygian Complete Overhaul?
Dr4gon 22 Μαϊ 2023, 14:02 
does this only work when playing as space marines faction? can't seem to get it to work when i play as Dark Angels