Page 2 of 2 FirstFirst 12
Results 21 to 34 of 34

Thread: [Submod] Settler Units

  1. #21

    Default Re: [Submod] Settler Units

    Hello Dresden, i think the late upd alter the shetler mod. Is this sigh on the photo normal or is it a bug?
    [IMG]//steamcommunity.com/profiles/76561198007924231/myworkshopfiles/?section=collections&appid=214950https://steamuserimages-a.akamaihd.net/ugc/788618668523393061/5EA90C4969F8A97E541461A783051982C0FC7321/[/IMG]

  2. #22

    Default Re: [Submod] Settler Units

    It's the sign: "Error Unit has no class Key assigned" (hope now the preview works)
    https://steamuserimages-a.akamaihd.n...51982C0FC7321/

  3. #23

    Default Re: [Submod] Settler Units

    That means you have another submod or the main mod loading before this one that has the population scripts.

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  4. #24

    Default Re: [Submod] Settler Units

    Problem solved. I change the name of the mod and place it on the top. Thanks for the quick reply.

  5. #25

    Default Re: [Submod] Settler Units

    Updated for 1.2.6

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  6. #26

    Default Re: [Submod] Settler Units

    Awesome submod Dresden! I'll give it a try in my Roman campaign to further spread and strengthen the Empire
    It sucks though that we have the Rome 2 army system, in which the only way to recruit the settlers is to have them on an army, and since there is an army cap (amount of recruitable armies in a particular moment) it really limits that expansion. Is there a way to be able to create armies in which the leading unit (the commander) is a settler unit (don't know their upkeep tho), so that in case of having your stacks fighting elsewhere and stretched thin you can move the civilians freely, and raising the amount of recruitable armies too?
    Thanks!

  7. #27

    Default Re: [Submod] Settler Units

    Good idea performed by Assirians and Moscow princes to diminish riots and social instability in new conquered regions, also towards elite class.

  8. #28

    Default Re: [Submod] Settler Units

    Great mod btw. I'm not sure how I missed this one over the years.

  9. #29
    Jake Armitage's Avatar Artifex
    Patrician

    Join Date
    Apr 2011
    Location
    apartment 6
    Posts
    4,694

    Default Re: [Submod] Settler Units

    keep in mind that it needs to be updated for current 127 public beta
    some units won't subtract/add pop (+ some fixes missing, probably)
    surely not a major issue but... well you are aware now

  10. #30

    Default Re: [Submod] Settler Units

    Friendly request to update this for 1.27 =)

  11. #31

    Default Re: [Submod] Settler Units

    update for 1.2.7 plz, steam?link?This mod very good and must have for DEI! PLZ DRESDEN update him.
    Last edited by GyJIeBeP; May 02, 2021 at 02:27 PM.

  12. #32

    Default Re: [Submod] Settler Units

    I forgot to post here but yes this was updated (or it should be) when the main mod was updated back in February.

    I actually moved it to the official submod thread and the link was updated there. I have updated the link here also

    https://www.twcenter.net/forums/show...ficial-Submods

    ----> Website -- Patreon -- Steam -- Forums -- Youtube -- Facebook <----

  13. #33

  14. #34
    Visarion's Avatar Alexandros
    Artifex

    Join Date
    Dec 2009
    Location
    Europe
    Posts
    8,055

    Default Re: [Submod] Settler Units

    while this is a good idea I don't have from where to take those settlers!!! I play as Carthage and there are no Phoenicians, Liby-Phoenicians or Subjects! Is there a way to modify that!?

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •