Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Off the top of my head I'd make sure the version of PFM you are using is the correct/most recent one, that you have the most up to date 'schema' files, and that when you run PFM you have selected 'TW2' from the dropdown 'game' tab and not Rome or Shogun or whatever it defaults to.
"Failed to load DBE: The type initializer for 'PackFileManager.ModManager' threw an exception"
then
System.IO File not found mywarhammer2directory/data/data at common PackLoadSequence.GetPacksLoadedFrom...................
im not writing this all out lol...
Any clues?
So if you wanted to add the empire greatswords to the high elves, you wouldn't need to make a new unit of empire greatswords or duplicate all the existing greatsword data - just find all the tables that govern what unit is recruitable to what faction and mod the greatswords into those lists for the desired faction.
Probably: units_custom_battle_permissions_tables, units_to_exclusive_faction_permissions_tables, units_to_groupings_military_permissions_tables & then the animation table if you plan to add a unit that would use say a 'human sword' animation to a faction that doesn't use any human swords. You will also need to find a building you want the unit to be recrutied from in 'building_units_allowed_tables'.
'culture_to_battle_animation' itself only governs which animations are loaded for each faction. For example, if you add human greatswords to the high elves but don't add the animation to the high elf faction then they won't work properly in game.
Is it possible to add new units by copying them from the culture to battle data to the mod in the same way?
I had a go and tried to have fun and be a bit creative and see what I could create in just a few hours and https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1581068527 was the result.
Many thanks for the inspiration on an otherwise boring rainy day :-)
I've mentioned in some of my other mods that I deliberately didn't tag my human units added to vampire factions with tags that named 'zombie' or 'skeleton' as I didn't want them benefitting from necromantic enhancements - but if it was 'vamp_all' or 'vamp_infantry' they might get it to benefit from the more generic spells/buffs.
So for example if there is an Empire technology that upgrades the armor on 'state troops' any empire unit tagged as 'emp_state_infantry' will be affected by it. If something is meant to apply only to handgunners it will be applied via the 'emp_handgunners' tag.
The idea is to have unique buildings at certain locations around the map not already having unique buildings, where you can recruit mercenaries for that specific region, ofc there will be some staples like human mercs, but also say in bretonnia "dishonored knights", in the north Maruauders etc.
What do you think of this?
But ill try and see how it works out, maybe set a high sign on cost and lower upkeep, dunno.
Things is that the upkeep you put out is way to high considering if you are playin another faction you cant buff those units, and with the lower public order I think the balance will be fine with a normal upkeep. This is just my personal opinion, but I wont pay 200 for a unit I cant even buff or give any advantege to unless its op on its own, and the mercenaries are certainly not op (nor should they be, maybe some minion strenghts as they are experienced, but not broken)