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Sure !
langorbands. checked it out ERE - It's all there exist(it works fine). in other the mod works normally. can yuo do fix this? big big senks for mod.
are good too, but costs double but they are not double better. In my WRE Playtroughs i dont
searched more for forward in Military cause i want to keep my Levis as long as possible xD
I used pfm to copy and paste and Ms Excel to rename the Units.
For Handling pfm or rpfm, you should ask elsewhere though.
I would like to do that to the 'Ancient Empires' mod to Attila, being a Ancient Roman campaign.
Still works for me
But I also had to tweak some Technologies.
Are you using it with other Mods, which may conflict?
And as i wrote, i dont mod anymore - feel free to use the Mod and fix it.
however when i play with the WRE the western auxilia palatina gets replaced by the cornuti seniores after the tech is researched
could you please fix that ?
To the switch, sure there is one hardcoded, but if you would turn it off, you still wouldn't get the tech unlock.
Unfortunately there is for us no real alternative than to manually edit this
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=898957896
That's the link for the mod. I will probably make a post in the near future how the tables work and how one has to edit them to remove the unit evolution system, maybe you are interested if you want to make this od by yourself.
(2/2)
Sadly, we can't unlock units by tech (like in previous games) but just upgrade them. So, to solve this issue, you have to add placeholder units, who are then upgraded to the units of your choice and made available to recruit.
The issue I had to deal with, was to still have upgraded garrisons, so I basically made for each unt a garrison variant and adding these garrison variants into the old upgrading system.
Then I had somehow to trick the startpos, so that these units wouldn't start with only 1/4 of their manpower.
(1/2)
does nothing. I tried all instances in every combination xx0 /space x /0 space x 1/ x space /0 etc etc. It does not change anything. So maybe in the future I will stumble on it in the lua code. But I think the upgrade system is hardcoded like so many otther things. I will let you know ofcourse when I find it out.
Okay i tried it and it doesnt work...
Either its not savegame compatible or it just deletes the upgrade-button, which is no solution at all - or i simply did it wrong.
Nice Find!
But doesnt this cause other Problems, like never being able to upgrade and can you than still recruit old and the new ones?
-------------------------------
-- upgrade_unit
-------------------------------
upgrade_unit = ui_override:new(
"upgrade_unit",
function()
scripting.game_interface:override_ui("disable_upgrade_unit", true);
end,
function()
scripting.game_interface:override_ui("disable_upgrade_unit", false);
end
),
Last entrene to "true".
campaigns//script/lib/lib_campaign_ui.lua
If you do it this way it will be compatible with every mod and you never have to change anything again (brr all those db entries...) or bother about future updates.
Kind regards