If I didn't have my naming conventions then there would have been a much higher chance of me making some kind of error in the database that, with a mod so big, could take days to find. There's other stuff like recruitment buildings and garrisons and technologies and I had to make sure each one of them corresponded correctly so that the units actually appeared properly in the campaign. It just made it easier for me to actually make the mod that way and it would have been a hell of a lot more difficult to balance if everything wasn't so carefully named.īut that's not the only thing. When I have the minor factions finished that number will be close to 600! As you can imagine trying to balance so many units is a nightmare so I have them all carefully named with things like dane_primarysword_1,2,3,4 and 5. In the first version of the mod where only the 8 playable factions were overhauled I had something like 390 new units. The main reason I chose to make brand new units instead of overwriting the existing units is because of the sheer number of units I'm adding. Have you considered contacting them for to combine your efforts and make your pack compatible? Chief of which IMO is Age of Vikings, which would seriously benefit from a faction diversity pack like this. But there are many more types of mods than TPY mods that change the startpos. I certainly wouldn't want to be seen as making demands on your time and effort.
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