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Were you able to make it work for ordinary play, as in replace the Champion Hoplite texture?
You can't run two data mods at the same time. In other words, your game can only read one proto2.5 or techtree2.5 etc. at a time. So if you put another data mod at higher priority than UMC High Priority, then UMC won't work.
I'll see if Tzuridis is interested. I'll leave a link to this page for him.
People have suggested that Tzuridis include some of my stuff in his mod but it's really up to him. As far as I'm concerned, if he approached me I don't think I would have a problem with it.
Unfortunately, I lack the skills to do this kind of stuff so I've just been hoping to bump into people who would be interested.
Damn. I would have liked to test this one out, but I love T-mod too much to disable it. Would you ever consider letting him use some of your assets? I can imagine he'd like to use some of those dwarves.
UMC is not compatible with T-comp as they are both data mods. The mods have different philosophies. UMC is designed to not change anything about the base game, only add new content whereas T-comp changes quite a bit.
http://aom.heavengames.com/downloads/showfile.php?fileid=8966
There are a few others by the same author.
Also, is this mod compatible with the T-Compilation mod?
I also implemented damage logic in the new Trireme's anim so they use the damaged trireme textures when they have less than 50% HP remaining. This is a cool mechanic that I may use for other units in the future.
I'm having trouble getting the autogathering whales to cap their gold at their carry capacity. I'll either leave it as is and slightly reduce the autogather rates, or I'll make the autogather continengent on Gaia researching a tech (which you can implement in a custom scenario).
The cool thing about the new whales which I don't think other people have done yet is that these can run out of gold. They regenerate gold slowly but if you overfish them, they will run out. Unlike fish, you can send multiple fishing ships to gather from them (which will deplete them faster). I'm thinking about making new fish resources that use this same mechanic but for food. There are 3 technologies associated with the new whales:
Whaling - unlocks the ability to gather gold from whales
Whale Oil - increases gold gather rate & carry capacity
Harpoons - increases gold gather rate
Dwarf Archer: Iron Bow
Dwarf Axethrower: Heavy Axethrowers --> Dragon Slayers
Dwarf Halberdier: Heavy Halberdier --> Vault Warden
Just use the trigger effect: set tech status to active. I also added a bunch of SFX objects that show up in various buildings, thought they might be useful for scenario designers.