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Thread: Modifications to unit IDs in building_units_allowed_tables no longer working?

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  1. #1

    Default Modifications to unit IDs in building_units_allowed_tables no longer working?

    Hello everyone,

    I have a question for the Jedi Masters out there. I have a mod that had made changes by allowing certain units to be recruited from additional buildings than what the original game allows. The process for this was to create a unique "building_units_allowed_Socii" table, and then duplicate the Socii units, apply them to new buildings, then give those additional units a new KEY. This worked fine from Patch 6 to 15 (Emperor Edition), but now after Patch 15 these units are ignored.

    Has anyone else noticed this? Any tips as far as what KEY values to use? Maybe mine are in conflict, but I don't think so since I am using 98801 to 98811.


  2. #2

    Default Re: Modifications to unit IDs in building_units_allowed_tables no longer working?

    Actually, I think I figured it out, it must be a conflict from added units from the CA expansions. Does anyone have a recommended range of KEY values to use here? I wonder how high these values actually go...


  3. #3

    Default Re: Modifications to unit IDs in building_units_allowed_tables no longer working?

    Quote Originally Posted by Volcano467 View Post
    Actually, I think I figured it out, it must be a conflict from added units from the CA expansions. Does anyone have a recommended range of KEY values to use here? I wonder how high these values actually go...

    KEY = 98xxx seems to work fine. The actual cause was that CA changed the names of many of the buildings in Patch 15 -- I didn't suspect that. Oh well, I figured it out now.

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