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回報翻譯問題
feudal - T4 - harald - Unit 1 doni <--- Herald
feudal - T3 - YEOMAN - Unit 1 shield <--- Royal Retinue (No idea why it's internally called yeoman)
Feudal - T3 - range - Unit doni <--- Yeoman
From my testing, only that the 3 mentioned units - Royal Retinue, Yeoman and Herald are not recruitable in cities by your new sub cultures.
In line with the promotions:
Royal Retinue should go to Clerical
Yeoman should go to Manorialism
And Herald should go to both of them
What is the incompatibility you're experiencing? I can probably do it on my end.
Most of the stuff from his mods already works great with this one, including the new promotions and culture specific abilities, so the only change necessary was to make the Yeoman, Royal Retinue and Herald recruitable in cities by the new subcultures. Units from his other mod seem to already work fine as they are.
However, i'd like yours and von schnitzel's permission first before publishing the submod :)
Thanks for the wonderful mods!
Hero Skill Trees of Manor and Clerical now show properly
Due to a new bug in the code:
If you are a Manoralism Ruler:
Non-Manoralism Heroes will gain the skill tree the turn after they are recruited
If you are a Clerical Ruler:
Non-Clerical Heroes will gain the skill tree the turn after they are recruited
Fixes the crashing that occured when a Clerical or Manoralism empire appeared in a game
Feudal - Monarchy & Clerical
Longbowman
>Gained optional cavalry
Aristocracy
>Promotion doesn't work if you lack a non-Feudal city. This has been changed so you can promote them even without a Feudal City
Upcoming Updates
For the Monatch doesn't work if you gain the unit as a non-feudal. I will look into this.
Cancelled Updates
These subcultures will not get a second T3 unit. Feels awkward since they have a T4 unit, so I decided to drop that idea for this particular culture
Ah, didn't know it wouldnt do that. I reverted the change. Anyone whose playing this mod in the open beta, know that this will be updated when the open beta ends.