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Try that. It's in an archive so just unpack it and throw it into your UserContent folder. It'll load just like a regular mod, but will be fully accessible and editable. Have at it.
Actually, it's totally doable. The only issue is steam release mods aren't importable and able to be strung together like that. Also, there's more than units themselves so it's somewhat more time consuming than just a copy paste job. That said, I know of a few people who've done just that, asking mod devs for unlocked copies and just copying their favorite bits and pieces together. Honestly, if you wanna give it a shot I'd gladly upload a copy to dropbox or megaupload or something. I'm not really developing this anymore(unfortunately) and I see no harm in sharing. But even with that it may become a rather involving matter to do those edits.
Or have you thought of that already?
Essentially in the game files are a registry of unit lists for each race, and class, along with other things which all tie together. Unfortunately, each list is technically stored as a single element. More unfortunately, 2 mods cannot overwrite the same element. What this means is that your game is loading both of our unit lists, and then choosing to completely discard one based on priority. I've talked to a few others about potential solutions, but none of them are really workable as far as I can tell.
Sorry.
Would you be able to tell me what's causing this, and if there is a way to fix it? I'd really appreciate the help. Thanks.
Try Iron Legions with Musketeers. =P
Double checked it, and yes I remember now. I had a choice with that unit between making them an infantry with extra ranged progression, or having them get no melee progression and full ranged progression. I opted for the latter because I didn't want them to be good at everything, and because this setup gives them a high power blunderbuss volley followed by a cooldown period just like musketeers.
Is the Iron Legion unit supposed to count as an archer?
IE, instead of putting the human conjurer in the 'sorcerer human' class link (which caused a conflict with the battlemage unit from Shaithias DE mod), make a new class link entry only for the new unit.
This mod also conflicts with the Ghost dragon mod, which also adds new class units, and I think for the same reasons, It's just the other class link/unit set entries that are conflicting. (draconian ones mostly)
As another example, in the Aow_unittheocrat pack, under unit sets, the ghost dragon mod adds units to the 'theocrat draconian', and 'theocrat human' race unit link data. Variants arsenal does the same thing, which I think causes a conflict, but Variants arsenal wins on priority.
I think it worked with the dev mods (and pretty much all the mods that add racial, rather than class units, because they don't touch the class links in the Class unit packs,
Could you say which mods are conflicting? I've had it work with some of the dev mods, and I can take a look at a workaround.
Also, I'm not entirely gone. Just busy with IRL. I'm still monitoring for bugs and complaints so I'll do what I can!
If you ever come back, can you please make this mod compatible with other mods that add class units?
I was thinking of adding new units to new class depending on how difficult that is, dunno if triumph got a 100% tutorial on that, or cop out and take the easier approach and it as 2 tier/level specialization.