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Re: Randomocalypse 0.3.6.1 - Pile of new features
This is cool. Ive written something like it for myself but yours is much better for solo play
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Re: Randomocalypse 0.3.6.1 - Pile of new features
Two questions:
1. CBM is not mandatory for the mod, right? (Just to be shure.) 2. Quote:
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Re: Randomocalypse 0.3.6.1 - Pile of new features
Quote:
To make the program 100% non-CBM compatible what you want to do is to go through every single text file in /unitlists/ and remove any line which's first number is over 2107 (highest vanilla unit id). I personally won't release such versions since I don't want to release a vanilla version with CBM-adjusted unit powers, and correcting unit powers to use vanilla unit stats is just too much work to be worth it. Quote:
Incidentally this probably means the unit was a CBM unit, since my dom3db dumb supplied for Randomocalypse only obviously contains vanilla units and one Pale One Soldier (3433, MA Agartha netter one) I added as a test for supporting mod units. So basically, no, it should not cause problems if you are running non-modified unit lists and the natio should have normal amount of units too. This nation needs CBM to work properly though. |
Re: Randomocalypse 0.3.6.1 - Pile of new features
Or I could add the unit?
Like if I see #addrecunit 3443 --- unit not found I copy/paste Quote:
Would that work? (I'm a Mod-Newb) Does it matter where in the *.dm file i copy/paste the stats? |
Re: Randomocalypse 0.3.6.1 - Pile of new features
That should work perfectly. I'm not sure if it matters where in the mod file you do it, but if you add it before the nation definitions it's pretty much guaranteed to work.
Just remember to have the sprites included if you use that solution for MP game (and remember to give credit for them!) |
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