Can someone please tell me what units can be excluded if any, in order to free up slots in the export_descr_unit for new ones..???
Can someone please tell me what units can be excluded if any, in order to free up slots in the export_descr_unit for new ones..???
"For Our Part.. We Dreamed of Something Great.."
you would be better off asking this in the SS forum mate
I assume that no one knows... maybe i will have a better luck there then. Anyway, thank you for your response!
"For Our Part.. We Dreamed of Something Great.."
In order to remove a unit from game, you need to remove that unit from:
Export_Descr_Unit
Export_Descr_Building
Descr_strat
Campaign_Script
Descr_rebel_factions
Hmm maybe I forgot one but usually it's in the three first files. Do Ctrl+F to enter in search mode and type your unit name, find all the entries and delete them.
Thank you for your answer but i already know that,i have made some new units for my mod and all that, and i want to share it to the forum, the thing is that i have replaced some units in order to reach the limit of 500 in export desc_unit, and i am thinking of re-doing all that but instead exclude units that do not affect the files you mentioned.. Are there some ''dead'' units that can be excluded?????
Last edited by Eldorien88; October 25, 2011 at 10:43 AM.
"For Our Part.. We Dreamed of Something Great.."
The SS EDU will be specific to that mod, with possibly all units as useable, therefore you are more likely to get a clear answer in the SS forum.
Although i would suggest removing low powered rebel or mercenary units, as removing some of the lower powered units will have a smaller impact on playability. But that is just my opinion.
I have replaced some levy units as you said, but i haven't thought of replacing rebels and that is a very good idea. Maybe i will do both. Replace levies from my faction and rebels that dont have a great role and do not affect the game much. Thanks again!!!![]()
"For Our Part.. We Dreamed of Something Great.."
The question is what you want to remove and why, for my own SS submod I easily removed close to 100+ unit while actually improving the unit diversity , there's many you can look for.
1. fantasy units : sherwood archers, all the lithuanian relgious units, most of the extra templar units for the Crusaders, battle field assasins, hasihasims etc.
2. repetitive units : for example it has Southern European XXX for a lot of basic units (peasants , catapults, militias etc) that is exactly the same as the Northern European onces, merging those are simple. the same could be said of the mercenary version of the same unit, you can simply use normal units as mercenary but assign a higher price in descr_mercenary.
3. extremely late units : there's quite a few unit that won't show up until you play for at least 300+ turns, or at least 200+ turns in late campaign 99% of the time you won't get there. and in the 1% of time you do get there the game's basically over already so what's the point. or the other way around, if your focus is on a late campaign mod, then some of the early units are infact already gone by the time the game starts anyway (for example, Norman Knights were no longer anything special by the 1200s, any hell Norman Sicily was existinct by then) so you could remove those units as well.
4. unhistorical units : this is far more complicated and require more detailed research, but suffice to say that almost every major wide scaled mod can have plenty of fallacy in this regard , I could pointout that SS's Norse roster is completely wrong, as is most of it's islamic roster and Cuman roster, which already give plenty of room for changes.
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