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The reanimata version has not been updated yet.
@Iskariota Thank you very much! I'll try to implement this cod when I have time to sit down and do it for all cultures, haha.
entity ={
name = "X_levy_phalanx"
clone = "Y_levies_heavy_infantry"
}
entity ={
name = "X_legion_phalanx"
clone = "Y_legion_heavy_infantry"
}
X = nation tag
Y = Entity name
I did it for one culture so imo you would have to copy all unit .asset files from invictus and add those in all of them with correct X and Y
Thank you for updating :)
@Riekopo there is a separate version of the mod for Reanimata, that I have also updated.
Is it possible to clean up the ledger in order to make the ( overlapping ) stats of the cohorts visible again ?
1. Could the mod add a third rank/file in the unit screen? Making an actual manipular legion would be sick, plus I would like to actually do some proper countering, as in light infantry to deal with skirmishers, then skirmishers to deal with heavy infantry etc.
2. Could you look over some of the bonuses that the trees give? Its overall good, but I feel like as Greece you are so strongly forced into the macedonian phalanx despite the fact that the rest of Greece still often kept to a "normal" phalanx.
3. Could you reduce the malus that Heavy Spearmen get on rugged terrain? I feel like it is completely impossible to use them to fight anywhere but on flatland, which is quite rare in the meditteranean.
Other than that, cinema. Can't play without this mod anymore.
Would I have to create a new folder and asset file for every model type, or can I just create a single file under gfx/models/units with all the clone gaps filled in?
@Caligula The mod should be working with the latest version of Invictus, and as such updated for I:R 2.0.5. Is the mod not working for you?