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I would like to leave a suggestion here: Put unique units for each nation as well as variants of it. It really is VERY strange to see Russia or Bulgaria using Polish Winged Hussars or see France using Frederickian Infantry or Highlanders, or even Red Coats.
Yes, for now just 1.17
1.19 is coming, but I don't have a date for you. I have a few things to get through first.
I'm sorry I know it's frustrating. But the institutions change really required a total rework on a lot of concepts.
I'm having some trouble understanding, sorry.
You are suggesting a new type of cavalry? For eastern tech group?
Tell me what tech group, what level and what stats you are thinking of.
In my mind, Winged Hussars fits into the Lancer category of this mod.
Sorry no
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I'm afraid a bit longer.
Bottom line is that 1.18 changed some fundamental game mechanics. I have to work those into my mods, which is taking some time.
I'm sorry it's not ideal, but there you go.
I am committed to getting this all updated.
This will be updated for 1.18. It's just a little further down my list.
I'm also going to have to rework some things that were not ideal (AI unit selection)
One great upside of 1.18 is that they have added the ability to change the 'fire' attribute at the country scope. This allows us to more carefully reflect advances in musket/rifle design without impacting shock damage as well.
You can use this with 1.18 if you use the patch (do not use Westernization Reworked)
BUT I haven't really tested this. There are likely issues, just not game breaking CTD issues.
No dice. AI selection must be accomplished via a set of triggers associated with the name of the unit, not related to pips. This means I'm out of luck with that approach.
I think that leaves me with only one option, to set historical unit selection for each country and then instruct users to activate this setting in the game options.
What I'm not clear about is how to structure the unit selection options so that I get the desired result. I will effectively have two sets of options, one for regular units and one for reformed. I think the best way forward is to just include reformed units on the historical selection. This way the AI can default to whatever choice it wants to for non-reformed nations. Hopefully...
If you have WR installed and you are getting the issue it means you have an old version of WR.
Don't use the patch and WR at the same time. Patch is only for those who don't like WR.
You may have to do a manual install if Steam isn't updating properly.
Check the link for 'Manual Download' Information above and follow those directions to get an updated version of WR.
Sorry for the trouble, this is a common issue.
See my troubleshooting thread here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/755780165/350543951936987599/
There is an issue with AI unit selection. It appears that the AI is not well set up to select cavalry and artillery units. Past a certain tech level AI almost always selects the Carabiner cavalry and Mortar artillery units. This is not ideal because I'd like to see a selection based on force needs, etc.
I don't expect that 1.18 will improve this situation.
Solution ideas:
1) Remove Carabiner cavalry. The problem could be related to that unit having a higher value for offensive fire than the other units. It's possible that with the unit removed the AI will select from among the other units.
2) Try putting all of the artillery units in a given pip 'band' together so that they are enabled at the same tech level. This might introduce more variety in AI selections.
We shall see.
I'm not sure I'm going to release an update prior to the large 1.18 update.
You could create a decision which removed them. If you feel comfortable with it, I'll give you the text to put in, all you need to do is past it into a text file.
I will try manual download West.. and report further finding.
I hope that fix it. (otherwise, I can get gun unit without doing those "import" thing XD )
Thank you for quick reply.
Kara Koyunlu into Persia
Muslim reformed technology group
Swich to muslim units
Take lancer cavalry and mortar artillery, pick an infantry unit with strong defensive pips.
10 inf, 20 cav, 14 art armies
The shock effect and morale damage are so strong that you can stack whipe frequently.
It's a viable Muslim cavalry strategy that's quite a lot of fun.
Yea, this is not going to work with ET without a lot of work.
Yes, that decision is a WR decision.
I haven't actually updated the ET-WR patch (which I assume you are using) in a little bit. I can't confirm that it still works, could be an issue there.
Ok, thanks. The good news is that if you can choose any unit then I can say definitely that the issue is that you don't have an updated version of Westernization Reworked. You will need a manual update of that if Steam isn't doing it.
Interestingly, when I hover my mouse over "Middle Class" decision, the game will always crash.
I believe that's Westernization's decision right?
This is not related to my previous post, just want some clarification.
I can still choose any unit as Ottoman Empire, be it samurai, American hill fighter, Mongel horse archer,etc.
Other mod I have really are (I didn't mention cause I don't think it cause conflict)\
-Complete Colony control
-Expand Estuaries & trade Center
-Histroy Event extend
-National design, unlimited
And all of your other mods
Strange. Might be a conflict with 10th idea, I don't use that mod.
You are only seeing this one extra unit out of place? That's a new one. Some conflict somewhere.
Try it on a new game without 10th idea and see if you can still see Samurai horsemen when you are the Ottomans.
However, I can still choose "Samurai horseman" even if I am Ottoman Empire.
I only use Army Rework, Westernization, organic culture, and EC (all of your other mods).
This is new game too.
I also use tenth ideas.
I'm glad you enjoy the mod. Sorry for the trouble, I'll have to take a look. Thanks for the bug report, hopefully can be resolved easily.
The matchlock balancer and importing should both be removed upon reforming.
Ok sounds good, let me know if that fixes your issue
I thought West... is included already.
Thank for the answer.
You are getting this because you:
1) Don't have an updated version of Westernization Reworked
2) Are not using WR and are not using the patch
Either fix will work. If you aren't getting WR to update from Steam then try a manual update.
(I get option "Asian longbow" when I play at Ottoman)
Also, there's 10+ options of the same "Madfaa" and other dulplicated artillery.