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Keep in mind that I only use the timer to indicate to player how much bonus time (therefore current bonus %) is still left, so if you remove the timer, you'd have no idea about that (though, this is a generalisation of the unit, since a unit consists of n entities, not all of whom are charging at the same time or at all).
Tbh, the entire charge mechanic is kinda messy and therefore not well implemented. I wish they would rework how charging works with more modding functionalities (inc. showing property coefficients and adding in a cooldown before being able to charge again) and write a technical blog about it with real world examples, i.e. the 'focus' blog posts.
@Guts It's not, works perfect for me. I've just tested it to verify. If you crash on startup, then it means you have other mod(s) installed that datacore CA files and are out of sync. This mod does not datacore, so it either will work (which is the case for all vanilla units) or not (because units are not recognised, because they are from other mods), but it certainly will not crash.
Make sure you do not use the same table name as mine and sfo mod (load order does not matter, so you can name whatever you want, you are only adding, not editing). If you need help, please let me know.
If CA makes it possible to wire units to ability with script, I will implement that, so that it is compatible with other mods, but that's not possible (yet).
Will update it within a few days when I release a new patch and add the secondary descriptors at the top of the mod description instead. Coming patch will have a higher resolution charge icon (found the original source in higher def, two of them to be precise, so could make a diff in gimp and then enhance, looks better). Fixed a typo in tooltip (propertions -> propertions). Also refactoring code, to be more compatibility in case source changes. Now if they only added interface to assign abilities on the fly, I could make this mod compatible with every other mod that is adding/editing units, like SFO.