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July 17, 2012, 08:47 PM
#1
Laetus
Flexible Unit Cap for Radious mod
Over the past week I've been working on a flexible unit cap mod based on spartan_warrior's [WIP] Flexible Unit Recruitment Caps, but compatible with Radious mod: http://www.twcenter.net/forums/showt...light=unit+cap
I'm very amateur when it comes to TW modding, so I'd appreciate a little help. I couldn't care about receiving any credit or whatever; as far as I'm concerned, Radious and spartan_warrior, and whoever else, can claim it if they so desire! I just want to get this thing working so my game will no longer be boring AI Samurai stack spam...
So far I've done everything I can think of to get this addon mod working, but for some unforeseeable reason I can't get the damn thing to load on startup without a crash. Odd thing is I can seem to get it working fine when I apply caps to just a few units, but as soon as I add the majority of units in Radious' vanilla + Unit mod (not including Unit Pack 2, just the Unit mod), it fails to successfully load on startup 
I've followed the template spartan_warrior gave, but separated the units_table (to make it compatible with Radious' mod). I simply edited the unit_tables in Radious' Upkeep and Unit mods to place a blanket base unit limit of 1 on every samurai and monk unit, and a unit limit of 2 on every ashigaru unit, while leaving ronin, pirates, and mercenaries untouched.
You will notice I also made it so farms will increase the unit cap for ashigaru (2, 4, 6, 8), the 3rd and 4th tier siege buildings for european cannons, the 2nd to 4th tier christian buildings for christian matchlock samurai, and the ninja economy buildings for kisho.
I'm assuming there's some error with the .pack compression that my amatuer eyes are oblivious to, since everything else seems to be correctly coded
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July 23, 2012, 07:57 PM
#2
Laetus
Re: Flexible Unit Cap for Radious mod
Anyone care to lend some wisdom??
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