Exactly.Originally Posted by Tyberius
I suggest to start with copying/pasting those units to slots 257+, saving the changes and running the game - YOU SHOULD be able to recruit TWO identical agents/ships now.
If that works you can easily and safely delete the early agent/ship/mount entries without problems and add new combat units in their place.
I assume you know how to add new units to the game ?
If yes I suggest to add them before the last 'original' combat unit to avoid some errors which sometimes accur when a mistake is made with pasting lines of new data in the files/
If no - you need to visit the guides in this forum.
If you have some experience you should realise that these slots are JUST the beginning.
Apparently there is NO limit to the custom mode only units in the game.
In addition the units which are NOT DIRECTLY recruitable in the game (or by rebellions/mercenaries etc) also IGNORE the limit.
This is useful for the units which appear ONLY by 'dismounting' the first 256 units in the game.
If you don't know already - it is all very easy to 'dismount' not only cavalry, but also infantry and artillery because MTW VI engine is very flexible in this area.
After those options are explored you might consider adding new mount into the game - the mounts DO NOT need to use horse/camel anmations, but ANY you like which means it is possible to create units with mixed equipment.
I can add more details about it, but that is rather difficult and can be considered close to the very peak of MTW modding craft.
The summit might be - the final use of the 257+ units slots. These are so called (by me ;)) 'mirror' units which use animations of the original 256 units, but can have entirely different recruitment conditions/numbers/cost.
But that is something only the best and most careful can try. It is literally cracking the MTW engine or creating an anomaly which might not be too safe to use at all....
Krondor
You should have all/almost all of your answers right in this post....
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