About specialization custom modding

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Home Forums Modding and Map Making About specialization custom modding

This topic contains 8 replies, has 4 voices, and was last updated by  Refineus 4 years, 9 months ago.

Viewing 9 posts - 1 through 9 (of 9 total)
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  • #254822

    Refineus
    Member

    Hello, I was wondering about the mod editor.

    1. Is it possible to ” lock ” custom specializations to a race?

    2. Can you alter a race units with specialization? ” If ” its possible to choose custom “specialization” and example; Human Civic Guard is replaced by something else in the standard line of human units.

    I want to create a custom specialization only to human in my attempt creating a mod for my custom campaign.

    #254823

    Thariorn
    Member

    I don’t know if you can exclude a Unit through a specialisation (Removing the vanilla Civic Guard) but you can certainly have a specc unlock specific units for specific races.

    #254826

    Gloweye
    Member

    If you’re only going to use your custom campaign, you’ll also have to predesign your leaders. So there’s no need to restrict the spec.

    Currently, you can’t use a spec to disable any unit. However, you could make a spec that enables the Civic guard….and give it as a 4th spec to everyone else. If you’re on the bottom of the list, it won’t show up in game.

    Note: I haven’t tried the 4-spec trick, but I do think it will work.

    #254827

    Refineus
    Member

    I don’t know if you can exclude a Unit through a specialisation (Removing the vanilla Civic Guard) but you can certainly have a specc unlock specific units for specific races.

    I think its something more complicated, then just altering a specialization. But I found that I can add units at least which is something I’m looking for.

    If you’re only going to use your custom campaign, you’ll also have to predesign your leaders. So there’s no need to restrict the spec.

    Currently, you can’t use a spec to disable any unit. However, you could make a spec that enables the Civic guard….and give it as a 4th spec to everyone else. If you’re on the bottom of the list, it won’t show up in game.

    Note: I haven’t tried the 4-spec trick, but I do think it will work.

    I designed about 30 custom leaders. The main characters are in fact human and I’m not to fond of the human line of unit for story purpose for the 3 main leaders. But I still prefer the other humans in the campaign to still retain its original human line as they are cpu.

    Etc;
    Irregular
    Infantry
    Pikemen
    Archery
    Cavalery light
    Priest
    Special

    I was thinking in the AoW_UnitHuman.rpk ” Requiered player property link ” actually allowed specializations to be something to alter an separate human unit line.

    I will try this 4th spec solution and see what happens.

    #254828

    Gloweye
    Member

    Yeah, you can add units, but not (selectively) remove them that way.

    #255979

    Gilafron
    Member

    I’ve never gotten fourth specialization to work. I can’t remember if it caused a crash or only loaded three. If you get it to work, I’d like to know how.

    #256123

    Gloweye
    Member

    Another idea would be to clone the race, ie, make a second human race, with your specific line-up…. but you’re getting trouble when you capture cities and have to migrate them first.

    #256131

    Refineus
    Member

    I think I will most likely try out various solution when I got time.

    Whats most likely gonna happen is that I will restrict a specialization to certain classes only and humans. The cpu wont use the units anyway if I’m correct. It seems to complicated to create double human race. (maybe not, but I lack experience in modding) I think just scripting and setting up a full campaign and creation environment is just enough getting rambling about the editor and content editor. 🙂

    #256161

    Refineus
    Member

    From what I learned out Triumphs tutorials and various investigations around the forum by looking through other mods. I can workaround this problem I have without to much hazzle. Reason being:

    Specializations may be treated in the same way as a class in theory. Which should enable me to actually lock my own unit line if my conclusions are correct. This would certainly force players in my custom campaign to use another set of humans.

    Another solution would be to give leaders a ridiculous upkeep (curse them) or permanently ad a another set of building parallel to the standard ones and disable them as the player progress with the other one.

    I think I’m getting a hang of it at least and give this a go tomorrow 🙂

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