Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
no file '/script/_lib/mod/main_unit_to_land_unit.lua'no file 'c:\program files (x86)\steam\steamapps\workshop\content\1142710\3440758107\main_unit_to_land_unit.lua'
Failed to load mod file
[out] <4.9s> [script\campaign\mod\pj_regional_unit_rename\main_unit_to_land_unit.lua], error is: cannot open main_unit_to_land_unit: No such file or directory. Will attempt to require() this file to generate a more meaningful error message:
Auto Rename Units (BETA)
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3032863208
With MCT enabled and choosing historical before starting the game, then everything seems to be ok including the numbers in your army, then you have to recruit 2 more units (any type of unit).
One turn later, so 5th and 6th appear, it seems that 3rd and 4th were lost. It is possible that other factions caused this from the beginning.
This has to do with the function
function rename_all_forces_at_new_game()
With the historical method, it is possible that other factions have taken the number 3rd and 4th.
(three checkboxes that units could be renamed, either COMMON, SPECIAL or RARE, check all three and then all units will be renamed, or whatever combination users prefer)
sorry the spam, i cant post more than 1000 characters and english is not my main language.
cheers for all your incredible work
What if instead of having the option to mark units to not rename them based on cost (something that might be a bit arbitrary, as an empire greatsword might cost 200 gold more than a skaven tier equivalent, just to bring an example ), instead, they are labeled according to "rarity", either BASIC (aka common units) SPECIAL or RARE, like in this mod, CAPS table tops:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2812165190&tscn=1691389118
It would be great to have the option to rename BASIC units (common/green jewel tag) as they are usually generic, but special units (silver dots) tend to be special enough to have a name of their own/ distinguished associate with them. , RARE units (purple jewel) tend to be quite rare (steam tanks there are like a dozen or more in total according to lore) or straight up ROR units with a unique history and related background.
thanks, fixed
@Maska_zgz
reg_localised.." "..unit_localised, here .. is + for joining strings
https://imgur.com/a/gD0tHkr
However, I have a small request for help. I have tried modifying the script to alter the order of the words, as it is done in my language, but with no results so far.
In English, it is perfect for a unit to be called: "Altdorf´s Crossbowmen", but in Spanish, the order is reversed and should be: "Ballesteros de Altdorf". So my request is...
What should I change in your script to create a small patch of your mod and publish it for Spanish users?
Thank you very much for all your work.
Har Ganeth Executioners don't work because they have Har Ganeth in their name and the script has some checks for region names and RoRs it tries to do, the logic of the check can probably be improved to work out better in this case, but that's the reason it happens for them here.
- added 2 new naming methods:
1st Handgunners
1st Altdorf Handgunners
- added option to use province name instead of region name in naming methods:
Reikland Swordsmen instead of Altdorf Swordsmen
UltraRanger 27 авг в 2:25
Hi could you do a similar mod but change the renaming to numbering? For example, 1st Swordsmen, 2nd Handgunners, 13th Reiksguards etc like how regiments are named and numbered in military history? I've been doing that manually myself.
How does this work with mercinaries (Ogres), summoned units (Daemons) and allied regiments(outposts)?:)