Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Would it be ok if I created a workshop mod with this change? (would still require your mods as dependencies)
For instance, the greek hoplites still upgrade to pikemen instead of heavy spearmen, as if your mod did not register them as spearmen.
The lines of SQL I provided will assign the correct 6T upgrade path to all unique units, modded or not.
So in short, yes, it would add support for all unique units, past present and future, modded or not.
I managed to tinker around and get unique units working. At first I just manually added the UpgradePaths for my played civs, which seems to be what you have done.
But I couldnt help but think that there must be a way to do it for all unique units in one statement. And sure enough, I found a way. So far it seems to be working properly, I browsed the in game civ-clopedia (or whatever its called), and the upgrade paths all look good. Should also work for future / modded civs
Here is what I came up with: https://pastebin.com/Zn3iZK4J
I added these lines in the Core/[...]_Units.sql files, just under the `-- UnitUpgrades` block
Hope this helps!
I'd just like to see that distinction visually
Also, as I understand it, the term evolved over time, and the Spatha was originally a "longsword", too, and the name was only shifted once even longer swords appeared and claimed the name.
Finally, I am avoiding the parallel name with the Heavy Spearman to make each name more distinct for recognizability.
On the Longswordsman: I really hate the name lol, since longswords weren't a thing until the late 1300s, aside from being a duel weapon and not meant for war. May I suggest Heavy Swordsman? Since it mirrors the Spearman, and heavy infantry was a thing.
It's good for balancing the game and probably more fun that way but i still think that it's kind of weird how mechanized infantry and grenadiers can't shoot as far as a slinger can at the start of the game
Переведены все моды входящие в комплекты Project 6T и Urban Complexity. Остальные переводы модов JNR скоро будут добавлены.
Thanks anyway for trying to help JNR, really like your mods.
https://docs.google.com/spreadsheets/d/1zaBI9m9OTf8WWEjdavqDXadsmkK9UIUjwhsAcNvwVVo/edit#gid=0
Beyond that, I'd encourage people to try their own. The authors of Warfare Expanded make all their assets available to modders if you ask them nicely.
Anyone who wants to make a non-6T version of this here is also free to use the existing mod as basis as much as they want and I can also provide the raw art files, I just don't have time to provide further support or aid with the design (i.e. what units to add where in the tree and with what cost, strength, etc.).