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Water specialization is like tailor made for goblins to increase their happiness.
But regardless, increasing happiness events can be done either through cosmic events in the cosmichappening.rpk or happiness events through diplomacy.rpk I believe. But you also have to take into account that it applies to every race in the game.
If you anyway going to overhaul the game mechanics or race overhaul I suggest to improve racial governance or apply more terrain modifiers to improve their sustainability to your liking. I'm not a big fan of balance and overhaul mods due to the subjective feelings about it, but by all means more mods the merrier.
Good luck on your endeavours :-)
Evolution looks like this:
The Ability/Unit property "Evolution" need to be set on a unit Dwarf Forge Priest.
A new entry of "UNIT_SET" need to be created. This is named and to be set as the unit you created. Where you link your new unit to and connect it to this unique set. All unit sets must be unique and cannot be named to something similar or duplicated.
A unit set is always named in capitals like: DWARF_SUPPORT_UNIT_SET which would be in this case the actual unit set of the Dwarf Forge Priest which you should not set unless you wanted your Dwarf Forge Priest to evolve into a Dwarf Forge Priest.
In your case it could be "DWARF_SUPER_SUPPORT_UNIT_SET" if done right letters should turn capitals and space as "_" if done correct.
After that a new entry need to be created and that is new unit categorie that needs to be created. This is the "Evolved categorie". This needs to be linked directly on the Dwarf Forge Priest. The same edits where you choose damage, abilities, resquiste, movement, gold costetc on the actual unit.
On the Evolved categorie you recently created you need to place the unit sets you need for the Evolved categorie.
You named it something unique like "NEW_DWARF_CAT" or something. Letters will always turn capitals in this field.
The you open the entry of the category to fill in the unit sets here and a window will prompt you to write something where it's blank. In order for the evolve category to find the new unit into evolve too it's absolutely to write exactly "DWARF_SUPER_SUPPORT_UNIT_SET" which is the name of the unit you wanted to evolve to which you previously created a set for.
1 misspell and it will not work. Small capital will not work either.
If you want to have an example to look at.
Open the Unit Theocrat.rpk and look for the evolve category and open the Martyr unit to see how it works between the Martyr and Exalted. The unit sets and categories are clear in the same rpk. The only difference is that "Evolved" ability is applied on the martyr through a skill that's researched later. Another case is to find the spider.rpk
Good luck
How this is done is essentially by searching for cross reference in the rpks mentioned above.
You could initially find the Modern Warfare skill and directly tweak it instead of making unusable copies. Try changing all variables saying "Dreadnought" and "DREADNOUGHT into "Arch Druid" and "ARCH_DRUID" to see if you can add it into to another class to begin with. If done right the skill should appear in the Arch Druid class. It's easier to begin with easy stuff, before trying more advanced stuff.
Hard to tell what's wrong with units not showing. Perhaps it's not linked to a race, perhaps not even named in a unit set etc.
Maybe even don't have a proper name set.
One thing I'd say is rather useful is create a map in the level editor. Place all custom units on the maps and look for errors. Then play the map in debug mode. It can show things that could be wrong. I suggest to take a look at some tutorials about it. There is several examples about it.
https://steamhost.cn/steamcommunity_com/workshop/discussions/18446744073709551615/3767858814401438848/?appid=226840
As a side note, anyone have ideas/suggestions for new racial units? Here's what I have so far:
1)Elves - Storm Valkyrie (if I can get it to show up) and Arcane Sniper
2)Dwarves - Firebolt Champion, maybe Paladin?
3)Humans - Obsidian Scout, Bishop
4)Draconians - Gold Champion, Dark Flyer, Cyromancer
5)Goblins - Warlock
6)Tigrans - Flame of Hope
7)Frostlings - Auroran Priestess
8)Orcs - Vanguard (tier 3 pikeman with halberd)
I came up with two solutions.
Spells, raise militia or summon undead.
I go with the summon undead and transform the land in swamp. I would however create a new unit for this. The existing are either too strong for my taste or too annyoing, eg untouchable having ranged attack. I went with a new unit which has low health, but volunteer trait.
Second, chivalrious intentions has amazing units that can summon support units during battle. Creating a new goblin shaman that can summon very weak goblins each combat round would be fun.