I have updated the mod to use the stat/cost/other changes made in the 1.3 patch.
I was bored one day and tired of having to play through campaign mode just to use my favorite units in battles, so I created this mod. The purpose of this mod is to unlock units that were only available in campaign to be used in custom battles, it also unlocks a number of factions.
Here is a list of unlocked units:
Spoiler Alert, click show to read:
Marine 12lber foot artillery
African Slave Musketeers
African Tribal Spearman (they actually carry pitch forks)
Armed Populace
Pirate Mob
African Native Infantry
Company Cavalry
Company Infantry
Sepoys (now available in late battles again)
Highlanders
Pandours
Desert Warriors
Barbets
Miquelets
Conscripts
Sekban Janissaries
Native American Units
Buccaneers
Step Cavalry
Tartars
Voltigeu
Riskers of Souls
Fellahin Swordsmen
Fellahin Musketeers
Civilian Lugger(ship with no cannons)
Sword Warriors
Musketmen(a generic musket unit for the eastern nations)
here is the list of unlocked factions
Spoiler Alert, click show to read:
Afghanistan
Barbary States
Cherokee Nations
Denmark
Georgia
Greece
Ireland
Iroquois
Mamelukes
Mexico
Italian States
Pirates
Portugal
Saxony
Scotland
Westphalia
Wurttemberg
Swiss Confederation
Louisiana
No stats have been changed, but some units that weren't assigned to anyone have been assigned to certain factions. I have however fixed the crash bug that was caused by the vanilla Marine Artillery
This Mod does not affect campaign mode.
This mod does work with Swiss Halberdier's AUM v2.3 Mod in custom battle at least. (which I recommend because it is awesome!)
This mod should work fine with other minor mods but there is currently a problem with IS, According to Ludo this mod does work with Darthmod v2
I have included a copy of the mod without a faction unlocker so it doesn't conflict with mods that also have a faction unlocker.
To change which factions of the mod are available open the mod with LtChambers' Pack File Manager v1.1b and go to db>factions_tables>factions scroll over to where the column reads Early availability and change to True for land battles and change Late availability to True for naval battles.
According to Darth Vader Mods can now be used in multiplayer but both players must have the same version of the mod.
One last thing, this mod needs LtChambers' Mod Manager v1.5
Thanks man! Nice addittion of units and excellent selection of factions!
First thing I'll try when I come back from work! +rep!
Edit: Miquelets!! yay!
Edit (II): I use Regalia Flags mod and it doesn't work... I can see the new units but not the factions. I'm using it with vanilla now but it would be great if I could use it with Regalia. Anyway, great mod!
Last edited by Almogaver; June 01, 2009 at 04:49 PM.
I use Regalia Flags mod and it doesn't work... I can see the new units but not the factions. I'm using it with vanilla now but it would be great if I could use it with Regalia. Anyway, great mod!
I also use Regalia Flags mod, here is what you need to do:
Either download the unit unlocker without faction unlocker or delete db>factions_tables>factions from the unit and faction unlocker
then open the Regalia flags pack file to db>factions_tables>factions scroll over to the ninth column (tenth if you count the row header,) that reads early availability, change this from false to true for the nations you want to make playable in land battles. Late availability makes the factions available for naval battles.
Just so everyone knows I have updated the mod to include any changes made by the 1.3 patch. It also includes a few more unavailable/hidden units.
Thanks for the update!
Funny I "unlocked" the "Luggers" too this week and they will be available in the upcoming AUM 2.3. You're right they are really unarmed and only a small merchant ship.
Funny I "unlocked" the "Luggers" too this week and they will be available in the upcoming AUM 2.3. You're right they are really unarmed and only a small merchant ship.
I guess the only possible use for the Luggers is to draw enemy fire away from more import ships. Other than that they are completely useless.
Mod does not work if you download the, "Unit Only Unlocker" I entered the pathway into the Empire User Script and the units don't even appear. Where are they even suppose to appear during custom battles? What, all factions get all of the units or what?
This mod requires LtChambers' Mod Manager v1.5. The units are found in the setup window where you purchase units to use in the battle. I only reassigned units that belong to noone the rest are assigned to whoever CA assigned them to.
Has anyone tried to see if this works in multiplayer? I remember the old faction unlocker could play people who didn't have the factions unlocked.
Cheers,
Erik
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Iīve experienced an assumed incompatibility of your mod with the IS mod. Is there any possible solution for how to fix this (if possible anyway)?
I'm sorry, I am very inexperienced at modding and I don't use any major mods. Do you have any idea as to what part of the mod is incompatible? If you can find the problem I may be able to fix it.
Does anyone know how I can make the mod multiplayer compatible for the factions at least?
Thatīs a pity! Actually your mod works out pretty fine when activated solely. Squad sizes and some range and melee numbers had been modified in the Imperial Splendor mod primarily. I have no idea of what the conflict(s) could result from.