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Finally, it's done. I have the custom units available to the Empire in campaign and custom battles. If I get back into modding, I may play around more with this and add things.
Units seem to be more or less working in custom battles, albeit without the textures I had for them in this version so the tanks are gonna look like vanilla Empire tanks, but I might put one of the unique color schemes on them. If I figure out how to get custom textures on them again, I might want to do that.
Right now I'll have to be getting them enabled in campaign. Maybe do some tweaks; been playing with them in custom battles a bit. Thinking I may make these units available to Kislev; that might be fun. One thing I do with my Warband units is have a wide assortment of armor, and the addition of Cathay and Kislev armors might spice them up a bit more. There might be a Shazbot's Custom Sky Lantern in the future? It's something I'll think about. Y'all know I love taking guns and giving them exploding bullets.
Now I'm rambling. Basically, I'm at the cusp of beginning the phase of introducing them into the campaign.
1. My custom textures are no longer being used. It's not a critical problem, but it would be nice to have.
2. I must relearn how to give my custom tank its turret.
3. I must relearn how to set my gyrocopters to fly.
4. Many of my hero unit abilities are not doing their effects, although weapon contact effects seem to work fine. I must understand what is going on.
Have fun.
Thanks, I solved it.
Small suggestion: why don't you ask Xouad, the creation of this mod ( https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2327511303) , for the meshes and animations of the Banner, for your Banner lord unit? then you can put on top of it your own generic banner texture
Great mod. One question: is it possible that this mod generates a runaway cost increase for recruitment?
cheers
F
Was curious about the Marksmen though, do they benefit from all of Markus' Hunstmen buffs? Specifically sleight of hand, the one that grants them double shot.
And this doesn't fit colonial buuuut: Chosen Men (RoR, long range line infantry size unit, very accurate, guard level of melee, but longer range and better rof)
Cav: Colonial Scouts (vanguard deployed riflemen with 360 fire, low damage and range, but fast)
Colonial Riders (Sabre armed Vanguard deployed melee cav...meant for slash and run attacks, won't last long in melee or if shot at, but fast)
Infantry: Minutemen (vanguard deployed version of Line Infantry, more expensive as a result, but slightly worse in melee)
Town Guard (Kinda like Lothern Sea Guard, but with guns, vanguard deployable, and worse melee stats)
Governor's Guard (The elite of the Colonials, solid all rounders, but not as good as the regular Guards pure stat wise in melee and armor...but more accuratean slightly fasterr firing)
Arty: Field Cannons [Great cannons but vanguard, faster movement, more accurate, and less damage per shot (maybe even half if they are super accurate)]