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Unsub and resub. Steam didn't update the mod for you. It works fine on my end.
You are the best, mr holder
Briefly tested it works fine & the kislev invocation button is there.
If you still notice any issue, try resubscribe.
Dwarf has no upgrade in vanilla --- should be the mod issue (whichever mod added the upgrade)
@Barmaley
You may ask Chop if he can make this compatible.
Thank you for reporting! I hope you saved your awesome run, because it is now patched :-)
Clan moulder is now excluded from using scrap upgrade. I guess they are supposed to always use flesh lab for upgrade.
The exploit happened because CA used the same db table for flesh lab & scrape upgrade..
Thank you for the great solution!
Implemented & credited you in the description --- if you want to be added an author I am happy to do that too!
@Radious
The updated ui script now has the button hidden for factions without upgrade option.
I wonder if they get confused by bug reports of people trying to load old campaigns that ran scrap mods that CA's random breaking updates with minor actual improvements broke and they take that as signal as "scrap upgrade mods tend to cause instability to the game, lets better not have that as easily moddable"
While working on compatibility using the file you provided, I came across this issue and sought to find a solution.
Thank you for your work and contribution.
However, the current visibility code in the hud_campaign.twui.xml file causes inactive buttons to appear even for factions that cannot upgradeable units.
So, I would recommend the following modification:
I’ve moved from the existing functionality of detecting upgradeable units into the VisibilitySetter condition.
This way, factions with upgradeable units will naturally have the button activated, while those without such units will have the button hidden naturally, without requiring additional options or Lua code.
--
context_function_id="IsContextValid(SelectedCharacter.MilitaryForceContext.FactionLoanedFromContext) == false">
--
from this.
--
context_function_id="Component("units", "main_units_panel").ForceContainsUpgradableUnits">
--
to this.
I've already implemented your solution to my update of "Immortal Armouries".
Let me know if you want to be added as a contributor.
Thank you
That is great, thank you very much for the efforts!
Now some people may miss the free upgrade :-)
Thank you for the info!
Well, this mod only removed CA's check condition on culture (only greenskin & woodelf tree), and only changed two ui files...
Looks to me the script lock no longer works for the new UI. Not sure if it is possible to add such a condition in the ui files..
If nothing else, we can just say it is not meant to be used together due to the free lunch :-)
cm:faction_set_unit_purchasable_effect_lock_state(faction, effect, "", true);
This worked for the vanilla UI that CA removed. I haven't looked at your mod yet but I imagine it would be simple to create a patch that checks for my effects (I use a standard prefix for all of them to ensure any that aren't locked or are added by submods get locked on game load) and doesn't add them to your UI. I'll take a look this weekend
Thank you for the information!
I didn't know that...most mods out there restricts upgrade using money + resource..