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October 13, 2019, 09:21 AM
#21
Laetus
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]
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October 13, 2019, 09:30 AM
#22
Laetus
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/
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October 13, 2019, 02:47 PM
#23
Re: [Submod] Settler Units
That means you have another submod or the main mod loading before this one that has the population scripts.
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October 14, 2019, 01:59 AM
#24
Laetus
Re: [Submod] Settler Units
Problem solved. I change the name of the mod and place it on the top. Thanks for the quick reply.
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July 26, 2020, 07:21 PM
#25
Re: [Submod] Settler Units
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August 28, 2020, 12:31 AM
#26
Foederatus
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!
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January 19, 2021, 07:41 AM
#27
Laetus
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.
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February 10, 2021, 03:22 PM
#28
Laetus
Re: [Submod] Settler Units
Great mod btw. I'm not sure how I missed this one over the years.
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February 10, 2021, 04:10 PM
#29
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
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February 28, 2021, 12:35 PM
#30
Re: [Submod] Settler Units
Friendly request to update this for 1.27 =)
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May 02, 2021, 12:12 PM
#31
Civis
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.
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May 08, 2021, 03:00 PM
#32
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
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May 08, 2021, 03:31 PM
#33
Re: [Submod] Settler Units
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May 16, 2021, 09:38 AM
#34
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!?
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