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Rapporter et oversættelsesproblem
link:
https://www.youtube.com/watch?v=ia6iQ6eIDI4&list=PLOVfl0TuXJqefymVK_4iRjYjWrjU97V0J
@Nanachi's娜娜奇, via scripts in lua together with db table I think if I remember correctly.
As for anyone not mentioned I apologize idk what to say
Do you mind telling me how to edit variantmodels? Or a guide/link?
I don't want to add existing assets or edit the models, I just want to configure unit uniforms to have more variants.
I come from WH3 and 3k modding, and RPFM and Asset Editor both don't have the tools to open them.
I understand the musquetiers but the arquebusiers...
They also have 200 men and the arquebusiers reloud faster.
I don´t know if is like that the mod or is a bug, but I think that the arquebusiers should have a 150 meters range and the musquetiers 160 men as much.
For the rest, the mod is very good, nice job to the debelopers
@absie, I've increased the Realm Divide and Shogun Threat it should be doable now.
yeah i'm using your patch along with FCS. Yumi Kumi was more useful at least.
1) Models in this mod are representational. The culverin would have had little baby wheels, and wasnt breechloaded, but I am not a modeler nor animator, just a humble modder making a game more fun. :)
2) I am also still working with Archer balance :)
It's a work in progress. I highly recommend Lenny's Compatibility Patch + FCS + this mod. I have added a bunch of stuff to Portugal, the base portuguese mod that fuwuvi took from is barebones. A lot was broken. I had to fix ships bigtime for instance.
Regarding the merchant caravels, I understand your decision, so I will leave that choice to you.
Lastly, the revolts in all the minor clans that were made playable are intended, as the Original Expanded Japan did not revolt them. Whether or not I decide to add the revolt is uncertain, as it would consume considerable time due to the numerous clans to be included.
Your understanding is accurate. To implement these mechanics with the units in this mod, I utilized the "effect_bonus_value_unit_record_junctions_tables" and adjusted the "Total Cap" entries in the units_tables, ranging the total cap from 2 to 17 based on FCS caps. The "effect_bonus_value_unit_record_junctions_tables" is where the dynamic unit cap for the selected units operates, and for the building value, it was within the "building_factionwide_effects_junctions_tables."
Your understanding is the same as my understanding, and it might be prudent to seek Chewie's input.
If you wish to explore the dynamic unit cap mechanic, here's a pack file showcasing how I integrated it to function in a submod like yours: https://drive.google.com/drive/folders/1P5Cc-p9qy-wwsx7M6uEgFpck3DWYXP-r?usp=sharing