Vincentz Mods [Modular] 2.7

Did you get the 2.71 version (1.1)? The mods should be in Modules/Projects/Vincentz after install. If you have any of my previous mods, please uninstall those. They are in custom units or balance.

Yeah, I had put in Modules/Vincentz and now moved them to Modules/Projects/Vincentz and now it works.

Thanks =)
 
I have been testing the Guilds mod and enjoying it. However something has gone wrong with the warlords. When I can build a newer type I upgrade my existing then I notice I can still build the older ones. Is this a feature?
 
When I can build a newer type I upgrade my existing then I notice I can still build the older ones. Is this a feature?

Until that BUG is fixed its a feature ;)
I need to make the old unit obsolete when the new type is researched. Just dont know how :confused:

I usually build one or two of the old ones, so when a new warlord dies, I have a backup that can be upgraded quickly and be ready for battle soon after. So it can be used as a feature, though I would rather see it fixed. Another BUG/feature is the single Warlord Chief (s), which are being born instead of a Great General, though this seems very rare (in a recent game I got 12 GG and only 1 of them was a Warlord Chief (s)).
 
Check for the line

UnitClassUpgradeType>UNITCLASS_[unitname]</UnitClassUpgradeType>

in the UnitInfos.xml in Assets\XML\Units. (It defines to what unit a unit upgrades.)
 
Check for the line

UnitClassUpgradeType>UNITCLASS_[unitname]</UnitClassUpgradeType>

in the UnitInfos.xml in Assets\XML\Units. (It defines to what unit a unit upgrades.)

Check the mod ;)

The problem is it is a national unit that already upgrades, but when the national limit runs out it will show the previously unit. A little bit like when you need a resource you dont have to build a unit then the previously unit (which upgrades to the first) will be buildable. If you get the resource then the second will "disappear", but if you loose that resource then the second will reappear.
What I need is a way to completely obsolete a unit, not just upgrade it to another one.
 
I'm about 30% through a crackingly good Emperor game, and have actually just built my first guild master thingy - will this break my Save, Vincentz?
 
yes, unfortunately it breaks savegames. It adds 6 new corporations (Corporations folder) that is not defined yet in the savegame, and also the Annual Fair resource for the Artist Guild (Guilds folder). So just dont copy those to the modules/projects/vincentz folder.
Other than that, it should be compatible with older saves.
 
Vincentz Mods almost have 1000 downloads in 1 month :D

So its time for another update. The following has already been incorporated (but not uploaded yet):

Changes 1.3
Code:
Junglecamp
	Androids can build
	Chance of finding resource like farm

Industry
	Androids can build

Silent Hunter
	Subs get flanking on transport types (50% of cavalry vs cannon)

Warlords II
	Warlords with Army no longer "Special People"
	Changed Warlords (Army) icons to blue background
	Changed Warlords (Single) icons to green background
	Made Warlords (Single) buildable (only 1 type per civ until joined)

Seaharvest
	Added new workboat
If anyone can find/come up with further fixes/ideas I'll be happy to hear about it ;)
 
Awesome. :-)

Downloads = Downloads +1.

One thought that did occur to me, if you're Fishing for ideas, is that the making of sea lanes seemed to take ages, and didn't speed up even into the modern era. Maybe it's time the Humble Workboat got a modern era replacement?

Especially with Jooyo's tunnels, we've got so many improvements for the sea now, that an identical worker unit but with more movement points and a faster work rate would be handy.

Earlier the better, for me, but even if it only appears at Androids level, that'd be good.
 
Found this little ship :
attachment.php


Workboat : Req Combustion +steel and oil products. cost 5x old workboat, works 3x faster, 5 move (instead of 2) and 20 str. Cannot attack. Can be captured.

still to do list :

get boye graphics to work as modern sea lanes
get guilds' carpentry to give production bonus to catapult/trebuchet/wooden ships
try out industry give small chance of discovering manufactured resources
add the last 4 corporations + unique buildings (maybe in 1.4)
 
I'm about to start a long game - is there any chance of a download of 1.3 (I'm happy to take the risk that it's not perfect :)

No! Please don't!

What about playing another mod for short while, then when Vincentz is ready, download it then? That is what I am doing now... playing Quot Capita. It is nice mod to play while waiting for good modmods to be updated.

Of course, if you, Vincentz, decide ot grant Sarkyn this favor, I will understand :D. :lol:
Politics is everywhere, including here :lol:.
 
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