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As for garrisons, I've not messed around with that, so I have no idea.
Also, for crashes on start-up, make SURE that your mod name doesn't contain a space, only underscores. That by itself will cause a crash.
I found that the effect to reduce monk training time causes the game to crash on startup.
I am not 100% sure how to convert an existing unit to become a garrison. Getting crashes when I try to add the tetsubo monks as garrison.
So if you're just switching a unit from one building to another, then go find the original unit-building connection, and just change the building over to what you want. If you want to remove a unit entirely, to where it can't be built, you can simply dump all the existing connections onto a building that can't be built in that campaign, so that it doesn't link to anything that can actually show up.
Took me a while to figure all that out on my own, so hopefully that helps you!
As for changing where units are made, that part is thankfully simple. Over in the files that control where units are trained at, in 'building_units_allowed', is where all that is done.
If you simply add a NEW line, and set up a unit at a building, then it'll add that, but still keep the original, as well. This is because in that particular part of the data, you'll notice that the columns are listed for the building, the unit, the starting XP value, conditions (which is unused as far as I can tell), and then, most importantly, Key.
I noticed you added the word "octavia" at the beginning of each file in the pack. Is this a tool to get the game to ignore the original files?
How do I make it so that I can add a unit to a building, but remove it from the original? That's where I'm lost.
The comment below on that was that the AI tends to prioritize keeping a sizable stack of military units around, before getting around to working on the economy. Since upgrading your farms in this mod drops the max limit of levy, this was a concern I had when working on the mod, that single province clans might have too little army to properly defend themselves.
But on the contrary, they seem to train as many levy as the cap permits, and THEN upgrade the farm, which reduces that cap. This makes it hard for them to replenish those levy if they get killed, but at least it means they're properly defended before they try to fight someone.
It was a concern that really only matter for single-province clans, but no, the AI handles it quite well.
If I were to add a hard cap to levy units do you think the AI would just bypass this limit?
Thanks in advance for replying.
Only thing I can suggest is redownloading the mod and trying again.
Only thing I could suggest is to try unsubscribing and resubscribing to download it again?
Cosmetic mods shouldn't conflict with it, I wouldn't think. Which mod were you using specifically, so I can try to take a look?
For major clans that actually hold territory and produce troop buildings, then yes, you do see them start to slow down on how many levy they use, and focus a bit more on actually using other troop types. The AI doesn't seem to like building pastures as often as I'd like, but I've not dived into AI code to learn how to tweak that just yet, but they do actually make a decent job of spicing up their forces with mixed attendants and firebombs now. And clans that just make temples actually have decent armies where before they didn't.