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Haven't found any mod with a FTGU as good as in FOTR. Nice i can enjoy the Clones but for the CIS... anyways a idea is to look at the bottom part layout of the GGC map pack with the Colossal FTGU GGC. just a idea anyways.
1. Go to your Steam Library.
2. Right click the game.
3. Click Properties.
4. Set Launch Options.
Enter the following:
STEAMMOD=3168587070 STEAMMOD=1976399102
Then play From the Ground Up
Could you perhaps create a version or a scenario where all maps all are included. As far as I know the set of planets your playing on is currently depends on the faction you play.
<Max_Ground_Forces_On_Planet> 10 </Max_Ground_Forces_On_Planet>
Cause when I changed the value back from 20 -> 10, your script works perfectly fine.
My submod simply increases space popcap from 200 -> 1000 in the factions file, increase ground pop cap from 10 -> 20 in game constants, and changes the trade post limit from 15 to -1 in the temple basic resource structures file to allow unlimited trade posts, and I edited the mastertextenglish file so the UI shows that you can build unlimited trade posts.
My personal submod doesn't touch any files that this mod edits... and I even tried merging them together and same issue.
For different maps you can copy <Locations> and <Trade_Routes> from a different GC to the factional copy in Data\XML\Conquests\CloneWarsFTGU\Campaigns_FTGU and that will work if you play Picked Location
Would be better with a much larger map with all planets for maximum variety.
SteamMod=3168587070 SteamMod=2999856791 SteamMod=2792708794 SteamMod=1976399102
@FluffyPeanut Without spoiling too much, you can see faction dummies for TR in the file I was talking about. They were actually coded first!
I really love custom scenarios so I really wanna know
More maps are something I'd like to get to at some point. If you know anything about XML, you can copy the <Locations> and <Trade_Routes> tag from any GC in FotR (and most if not all of them in TR) over the files here to get a different layout and avoid the wait. This only works with Pick Location at the moment though.
I'm not opposed to the idea of more options, but what do you expect the selection process to look like for them? You'll quickly run out of buttons and I'm not sure how well dragging around units in the setup phase will work.
The era 1 anachronisms are problems with the main mod, which may end up being hotfixed. I might look into a fix after the window for small updates is closed.
That aside, I believe some people have already submitted a few oddities/oversights like Era 1 Republic and Sector Forces ground spawns and field bases being not era-appropriate. I was wondering if/when the submod will be updated.
Keep up the good work!