Re: Cut content mod?
Hi Vanders, thank you for the kind comment. The New Colonial & Revolutionary Units Pack (which allows French Marines and other Road to Independence units to be recruited in the Grand Campaign) might be compatible with the AUM and my Minor and Emergent Factions Unit Pack - I have not tried combining them. However, I have a couple of warnings:-
- The game has maximum number of units which can be recruitable in any one region. If we use more than one unit pack at once, then we run the risk of exceeding this limit. When the limit is exceeded, the recruitment panel for that region goes blank - you cannot recruit units there. This is most likely to happen fairly late in your campaign, when technology has unlocked units such as grenadiers and light dragoons. In other words, after you have played decades of a campaign, you can suddenly lose the ability to recruit units in important cities, such as your capital.
- I tried creating an expansion pack for my Minor & Emergent Factions Units Pack, to unlock more units. However, when I used the (unreleased, experimental) expansion pack together with my Minor & Emergent Factions Units Pack, the campaign crashed in around 1709. I do not know the cause of this crash, so obviously I have not released the expansion pack. I have not had this problem when using the Minor & Emergent Factions Units Pack together with the optional add-on to the Minor & Emergent Unit Pack which adds ships - those two files can be safely used together, in my experience. In other words, if you use more than one unit pack and the game starts, this does not guarantee that it will keep going without crashing.
For these reasons, I do not recommend combining unit packs, unless each pack only adds one or a few units - or unless you are willing to give up campaigns which become unplayable, so that you can learn which unit packs can be combined safely. (For example, you could safely combine the Expatriate Infantry Unlock mod, which only unlocks one land unit, with a version of the Fourth Rate Frigate Unlock mod which only unlocks one type of ship). Of course, other people might give you different advice - in fact, I would be interested in hearing people's experience of using and combining mods which add units. That might help me to understand why some unit packs can be combined without a problem, while other combinations of unit packs cause the game to crash.
You asked whether the lower files in the user.empire_script file take priority over files listed higher up. I think they do (I am not sure - you could try asking one of the people who mod Imperial Splendour, because Imperial Splendour's mods are activated using a user script file). (Unfortunately, I have not succeeded in activating mods for Empire Total War using a mod manager either. Most of my mods are 'movie'-type mods - this means that they do not need to be activated by a user script file.)
Last edited by Alwyn; September 05, 2016 at 01:54 PM.