Total War: WARHAMMER II

Total War: WARHAMMER II

Imperial Guard
Could there be no limit in recruitment please ? :D
just curious it is your mod afterall
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Nox  [ontwikkelaar] 3 sep 2018 om 13:05 
Hey ✠Baron Von Dorf✠, generally i also don't like caps on units but in this case i thought it made sense. I will keep the unit cap in the base mod but i want to make a submod which disables it for those of you who prefer to play without a cap on them :)
thanks fellow is just I think the Empire deserves a unit to match the Chosen I mean it only makes sense for such a high developed empire to have time to prepare elite soldiers to fight deamonic enhanced amoured berserkers
and since the last mod which added elite armoured imperial soldiers got taken down (I really do not see a reason for it but eh) this one "https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=772775510&searchtext=imperial+foot" it was available for total warhammer 2 but alas to my disapointment and also of so many others it was taken down so it is good that now we have even cooler looking armoured elites :D
Could you up the limit to 6 or 4 ?
If it's such a big deal for you to have more than a couple of these bad larrys, just edit their max cap in the package file manager utility until Nox makes his own fix lol
Origineel geplaatst door Bizarro:
If it's such a big deal for you to have more than a couple of these bad larrys, just edit their max cap in the package file manager utility until Nox makes his own fix lol
ok and how do i do that I found the mod folder cant read anything propoly... help ?
Nox  [ontwikkelaar] 13 sep 2018 om 13:32 
Hey Revan, the submod to uncap them will be ready soon. It's the first submod i make so in that case i still had to figure out some of the CA Mod managers behaviour regarding the load order of mods to make sure it will work as intended^^

If you want to change it now you could do so with a tool called "Pack File Manager". You just need to open the mod with it and in the "main_unit_tables" there are values called "campaign_cap" and "multiplayer_cap" which are the unit caps for the campaign and custom battle. For an unlimited cap you need to change these to -1 for the campaign and 0 for the custom battle.
thanks you so much dude like modder like you :)
Origineel geplaatst door Nox:
Hey Revan, the submod to uncap them will be ready soon. It's the first submod i make so in that case i still had to figure out some of the CA Mod managers behaviour regarding the load order of mods to make sure it will work as intended^^

If you want to change it now you could do so with a tool called "Pack File Manager". You just need to open the mod with it and in the "main_unit_tables" there are values called "campaign_cap" and "multiplayer_cap" which are the unit caps for the campaign and custom battle. For an unlimited cap you need to change these to -1 for the campaign and 0 for the custom battle.

yeah actually, revan is right; editing them doesn't work lol, RPFM and PFM give me an error when clicking on main_unit_tables/SL_emp_imperial_guard2.

Error while trying to decode the DB Table: There is no Table Definition for this specific version of the table in the Schema.

i can load every other table just fine though.
Nox  [ontwikkelaar] 4 okt 2018 om 13:14 
Hey Bizarro, that is weird i can edit it in PFM however RPFM indeed can't decode the table. It might have something to do with my weird PFM version doing some strange stuff there. I don't have any free time for modding right now but i will have a closer look at this once i do.
Bizarro it work with me dont know what your talking about .
Nox  [ontwikkelaar] 16 okt 2018 om 11:29 
Hey Guys, i'm sorry it took so long but i did finally find the time to finish the submod to disable the unit cap. You can find it here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=1539367584
YAY I prommisse not to abuse of this :) thanks
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