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
Should look like this ttc.add_unit_list(singe_units_wh_ksl_sfo, true)
i see what you were saying about the script being broken. I had been copy pasting the script and didnt notice that little } missing. I fixed this in all the ttc scripts for my submods, fixed the name and did a more thorough check of the ttc's matching them with their units ttc counter parts. Should be better! Hopefully aslong as my mod loads above the other there shouldnt be any problems now.
Thanks for the info. Sorry about the mix up I was dealing with the tzar cap being broken and for a bit that’s what I thought you were talking about. Ill fix the ttc script when I get home later today and look into what you would need to do so that other mod doesn’t cancel out the script in the submod.
Strangely enough you do have the stuff setup for army caps in your mods script > ttc, Maybe you thought it was for unit cap? Well it's broken since it's missing a } to separate the locals as well as the !! breaks the script (The !! only needs to be removed in the script the mod name doesn't need to be changed, so load order won't be messed up). Look at the mod unit support mod I mentioned to see how the script should look like. Annoying though when I enable that mod it overrides your mods regardless of load order, I have no idea how to fix it.
I’ll take a look today. I’ve been giving everyone caps of other units already in the game cause right now I don’t have the time to think about what building and how many caps each unit for all these mods should have so I’ll handle custom caps when I finish the compilation. If a cap stops working it’s most likely because there is a cap key word missing from “unit set to unit junction”