Total War: WARHAMMER

Total War: WARHAMMER

THE EMPIRE OF SIGMAR - New Units (For Most Factions!)
Hohcland Long Rifles location? (apparently not in Nuln)
I've read your description and tried everything, even starting a game as Hochland and Nuln (I know the provinces names are different, don't remember them right now) but can't find the lonog rifles, I only have your mod activated and in Nuln I can only recruit grenade launchers and repeater rifles engineers, but no Long Rifles, is there a bug here???
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Showing 1-9 of 9 comments
Sharksax 11 Jun, 2016 @ 8:41pm 
I have the same problem as well, and I can't get the knights encarmine
Wilhelm Koenig 12 Jun, 2016 @ 5:53pm 
The problem it seems is that the entries in the buildings-unit table are getting overwritten by others with the same ID. Easy solution to fix this it seems is just to give them a different one (tested for long-rifles).
Sharksax 15 Jun, 2016 @ 3:37am 
Originally posted by Wilhelm Koenig:
The problem it seems is that the entries in the buildings-unit table are getting overwritten by others with the same ID. Easy solution to fix this it seems is just to give them a different one (tested for long-rifles).

I think I see what you mean, I notice that the ID for both carmine knights and long rifles are shared by inf archers. that being said does it matter what ID i give it, or does it have to follow squentially (I have never done this before).
Fade 18 Jun, 2016 @ 5:40pm 
Also want to recruit long rifles for my campaign, but seems they are only useable in custom battle.
Stal'Cair 19 Jun, 2016 @ 4:02am 
Nuln is Wissenland. Hochland is east. I don't have the mod, but if you look the wrong way it won't do good.
http://vignette1.wikia.nocookie.net/warhammerfb/images/a/a0/The_empire_by_tzapquiel-d4hvv9z.png/revision/latest?cb=20150819201731
Last edited by Stal'Cair; 19 Jun, 2016 @ 4:03am
YutaniKaede 20 Jun, 2016 @ 4:02am 
I'm gonna bump this one, hopefully creator sees it ^^

Nuln Engineers with Hochland Long Rifles

I've tried both Wissenland and Hochland as my faction with a faction unlocker and none of the factions have access to the unit as far as I have found out.

Would be nice with at least some info if this is intended or if this is a "woops" situation ^^
Just hearing something is enough :P :D

EDIT: In Campaign*
Last edited by YutaniKaede; 20 Jun, 2016 @ 4:02am
Wilhelm Koenig 20 Jun, 2016 @ 4:25am 
Originally posted by sharksax:
I think I see what you mean, I notice that the ID for both carmine knights and long rifles are shared by inf archers. that being said does it matter what ID i give it, or does it have to follow squentially (I have never done this before).
For anyone still wondering:
It shouldn't really matter, as long as they are unique.
sdunnyw506 20 Jun, 2016 @ 5:36pm 
how do you change the ID?
Wilhelm Koenig 20 Jun, 2016 @ 9:51pm 
Originally posted by sdunnyw506:
how do you change the ID?
Step 1. Make a copy that you can edit without altering the official mod.
Step 2. Get packfilemanager.
Step 3. Open the mod with it.
Step 4. Open buildings_units_allowed (approximately).
Step 5. Click on the ID and either change the number or make a new one (it's better to choose ones above those in the mod, as below that are potentially vanilla units).
Step 6. Save.
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