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And regarding load order, for this matter it is indistinct.
As I can`t still release the new update with this fix, since it contains three new units of which one is not still finished, I made this temporary patch for you to be able to use them till then - https://e1.pcloud.link/publink/show?code=XZPq2RZvrP3aL0YEqh49bLav9kvTSG5781y
Please decompress the file into the game data directory and enable it the same as any other mod.
Thanks. I'll check when I'm able.
Well, it does recruit. It has been updated within a reasonable time, and it will be newly at some point. Which faction are you playing and what do you wish to recruit?
To end up, bear in mind that this mod will get updated again at some point, so you should make your correction patch have just & only the row or rows you want to modify and just the table that contains them, instead of all of the mod pack. That way it will be compatible with the new update too.
You will need to rename the table too to anything you like, it is essential and the game will crash if you don't do it.
Regards
Thanks for your detailed explanation, it has been very clarifying. I can tell you the unit caps are there on purpose, because I think some units would have been rare within a factions group. For instance, the unit you are regarding to, the Arab foot cuirass noblemen, is a clear example, in this case I estimated that the heavy lamellar cuirass that they use, which is of Saka procedence , would have been rare at that time and someway difficult to wear in very hot climates like they come from, hence the cap. Slightlier armoured Vanilla form of arab foot noblemen would have been far more common the way I see it. I meant the limited units are made wise use as they wouldn't be easily available, and this is part of the game.
Thanks. And sorry, but I'm not sure if I get what you can possibility exactly mean by limits of units per army. Some units have a cap of availability as I saw fit, maybe you're referring to this?
There are, however, still more improvements and units to be add.
I'm starting to think I should now fill in the update changes field for you not to need to ask ! 🙂.
Greetings, friend.
Well, yeah, this new update includes three new units, which are the Arab mercenary brigade, and the pelutak spearmen and axemen for the Basques in the Hannibal at gates campaign.
I also am finally implementing several improvements of my to-do list of Super mod, like giving the African warrior hunters an spear stand rather that the bow stand, as well as the Greek fire throwers, that gain now a more proper stand animation. The median infantry, by it's side, now gains magnificent old Persian emblemes on their gerron shields, and the Arab cuirass foot noblemen's lamellar armours are now given some very well achieved new additional colorizations.
I'm afraid I could hardly work anymore into this mod by now, though your enthusiasm is highly appreciated and I have the concepts for both yet more units and polishing some existing ones, but I had to stop somewhere; it is as always a matter of time.
Maybe someday.
Greetings for one of my biggest fans.
Hi. Thanks for your report ! Don't really know what's happening there, but hey! Now I checked because of your report and cheers ! The mod loads on the game launcher alone, no more need for scripted loading or anything else ! It seems that CA guys finally fixed whatever was causing the malfunctioning, good for them !
So now I advise you please just check it in the tw launcher and no script or rename (though script never interferes anyway, I've checked).
Also, very important just make your trial with only Supermod enabled for testing.
I also asume you are on patch 19 or 20 and own Desert kingdoms.
I've made several essais myself of different conditions and never get a crash however, so I don't know what can be causing yours.
Any idea what's going on and how I can fix it?
Well, you'd do better mention them to me, I don't actually follow any of those, all I follow are unupdated, for what I remember (Buio's, SLG70's All in one, Pax romana, Elite Spartans...)
If that is the case, it's not because of the updating is affecting everyone. But for in this case it began with february 2019's update. It is a fact. Also, that update is know for having been very, very troublesome to many mods. My other one statement is a certainty. It can be checked that this mod will work normaly just with a simple name change.
Further than that, I think it may correspond to CA to answer the why.
Hello. Well, I conjecture it's because they haven't been updated past february 2019, look at that feature, it's essential to this issue. Units Super mod is one of the few released years ago & still updated; those are the ones that have the problem for what I see, and yes I state, categorically, because I know it for sure from my trials that it is a CA issue because if you just change the name of the mod and tick enable, the mod runs properly, an essay anyone can do easily, so that's by I know without the slightest margin of doubt.
In fact I'ver been tempted to start it into another thread, for I know it's the only way available around it.
Thracians used oval and crescent shields, and sicas or celtic-kind swords as far as I know, so I think it's what fits them best. But you can still use your own customization of the unit changing that.
You can do it yourself if you can use the editor of CA, or just tell me if you wish and I'll make one for you. Regards, Brandon.
Well, you have 14 new and interesting units between the two latest updates, which are half land and half naval.
I also took the chance to polish a bit more some of the existing ones whith stuff and technics I didn't have yet when I first released them, which means they now look a bit more variated , specialy in faces and expresions, or just better. And I made icons for a few units that didn't have yet one of their own.
These are the typical contents of my updates.
There is still at least one mayor update leftting, related to the odd visualization issue of the units in far distance I've been witnessing.
Regards.
Reviewing the issue of WOS campaign units, I noticed that WOS only uses specific campaign units, unlike Caesar in Gaul, Hannibal at the Gates, or Emperor Augustus, that can be handled with standard campaign units. Thus, I have no units to add there, unless I specificaly did some, which I currently haven't. So that campaign will still remain uncovered by this mod.
Regards.
I think I've got it already. It's easy. Next update it will be done.
If you are not willing to wait till next update, you can do it yourself, just adding the greek and persian units to the pel (peloponesian) greek and persian military groups in the table units_to_groupings_military_permissions_tables.
Actually my units are available for all campaigns, but Empire Divided -I have no units for Empire Divided, and WOS as I recently saw. But all the others have them available. The case of WOS is odd, I don't know why are they not there, but I can research. Just I can't promise anything though.
I took some time to look at some mods that break the game and Magnar tutorials and so far i managed to get some of em to work but i still need to test and made some reskin and other minor changes to suit my needs
It is the mods that operate in the db, text and ui.directories, like the units mods that use to be unaffected by them.
In general there's nothing to change and it's a simple process. I only check that it loads and runs well, then update and that's all.
I only made the above remark on the icon changing because of it being particularly bizarre and because Supermod has resulted unusually harassed by Steam's February update.
But, as I said, this is unusual.
Most old mods haven't been updated, and the only concern I have about it is wether Steam will let them update or not, cause in my case, it has been absolutely painstaking.
As you said, old mods in general run well although not being updated, I'be not found yet one that doesn't, and it's just a Steam caution to watch their backs in showing those warnning baners about mods.
The second issue of the units actual availability resulting from Steam couldn't yet be solved from root, though can be easily overcame as explained above.
Greetings.
Probably because of some size issue, the Steam mod manager doesn't allow me to upload the new updated version. Thus, I have enabled some external hosts where you can download the newests version until I get the solution (the most likely I will have to split the mod into two packs, and I'll warn when I do this).
Their links are now found into the mod's description.
Regards to all.
Thanks for the info guys! I'll see to update it within this or the next week.
Regards.