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Een vertaalprobleem melden
I found the correct one, which is a unit equipment upgrade, like the weapons and armour upgrade.
You are free to use the fix. I would appreciate a mention/credit if you use it for a mod you upload, I spent days to find the solution.
Still, do you think the "effect_bonus_value_ids_unit_sets" table needs to be adjusted for this effect to work? The old effect "battle_hull_armor" is set up there. How have you tested it in game? Testing is hard with TW games because of the lack of cheats to gain these skills/traditions/buildings.
The mod credits you several places and in the tables:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2021638586
Also it needs to be built in a port city because of the very specific effect's scope.
I even have a screenshot in my hull strength mod with the hull icon visible.
That effect you are talking about is different, it should only ne used for army traditions/character skills.
The fix for the carpenter building is the proper solution in which I used the equipment upgrade effect, just like any other weapon/armour equipment upgrade and just like Rome 2.
I want to thank you again for pointing out the small mistake two I made avout the descriptions but don't understand why you are still so sceptical about the hull strength, you can see it with your own eyes if you play a few turns.
Check the buildings to effect table to understand better what effect I used
There is a naval tradition (I shouldn't have called it "army" tradition, it's anaval one) that increases the hull strength of all ships. I think this is for the nordic factions, but may be available to other as well.
The Carpenter building had that effect, which is wrong. The correct effect to provide a permanent hull strength bonus to a naval unit is the one I found and assigned to the Carpenter building. It is an equipment upgrade with a speciall hull icon on the unit card, much like ammo, weapons and armour upgrades. Fortunately most data already existed, I only had to set up the building's effect and description.
Transports have nothing to do with all of this, I don't remember any effect that should increase their hull strength. If someone wants to I guess that's possible.
You can check the carpenter building yourself so that you get convinced that it works fine. You seem to be an experienced modder, I don't see how it still confuses you.
Let me know if I covered you
A bug I haven't found a solution for is the vanishing objective of the ERE/WRE objective "Bastion of Christianity". Are you aware of it?
line 1290: "mission_text_text_att_objective_culture_roman_1_2_heading" "Bastion of Christianity" "True"
"mission_text_text_att_objective_culture_roman_1_2_description" "Under the rule of the Emperors, Christianity flourished across Rome's entire domain, but particularly the capital cities of the Eastern and Western Empires." "True"
I assume this is coded in the lua scripts.
econdary_objectives_and_payloads
{
//************** CULTURAL OBJECTIVES: ROMAN ****************//
objectives_and_payload // Mercenaries
{
heading mission_text_text_att_objective_culture_roman_1_1_heading;
description mission_text_text_att_objective_culture_roman_1_1_description;
objective
{
type OWN_N_UNITS;
total 5;
mercenary;
}
payload
{
money 1000;
}
}
objectives_and_payload // Bastion of Christianity
{
heading mission_text_text_att_objective_culture_roman_1_2_heading;
description mission_text_text_att_objective_culture_roman_1_2_description;
objective
{
type AT_LEAST_X_RELIGION_IN_PROVINCES;
total 75;
religion att_rel_chr_catholic;
province att_prov_liguria;
}
payload
{
money 1000;
}
}