Asher Posted May 12 Share Posted May 12 (edited) This is my scouting mod, it is not complete yet, but if anybody want's to test it, that would be great! If you find any errors or have suggestions, please post them It is also on Github (which is updated more frequently, and has more bugs): https://github.com/Jeff-web-sketch/Scouting More info at the github page (see wiki: https://github.com/Jeff-web-sketch/Scouting/wiki) Thanks to everybody who helped! Changelog has moved to github: https://github.com/Jeff-web-sketch/Scouting?tab=readme-ov-file#readme Scouting1.5.6.zip Edited 1 hour ago by Asher 3 Link to comment Share on other sites More sharing options...
Asher Posted May 15 Author Share Posted May 15 Do you guys think I should add healer and forge tents, or should I just combine those into the command tent? Link to comment Share on other sites More sharing options...
Lopess Posted May 16 Share Posted May 16 13 hours ago, Asher said: Do you guys think I should add healer and forge tents, or should I just combine those into the command tent? Combined, I believe that's a better approach. 1 Link to comment Share on other sites More sharing options...
Asher Posted May 16 Author Share Posted May 16 Was there anything you think I should change? Link to comment Share on other sites More sharing options...
Asher Posted May 16 Author Share Posted May 16 Should I add advanced cav for every civ? Link to comment Share on other sites More sharing options...
Asher Posted May 17 Author Share Posted May 17 Anybody know how I could make it so you can't get a unit unless you have a certain ally? Link to comment Share on other sites More sharing options...
Lopess Posted May 17 Share Posted May 17 1 hour ago, Asher said: Anybody know how I could make it so you can't get a unit unless you have a certain ally? I'm not sure, but I don't think we have anything for that; maybe something related to technology would have a similar effect, but I have no idea how it could be done. 1 Link to comment Share on other sites More sharing options...
Grautvornix Posted May 17 Share Posted May 17 Well, possibly you can define an automatic benefit for that ally? IIRC, some heroes provide allies with benefits in some cases. Possibly the same mechanism can be reversed to provide these benefits automatically from certain civs to yourself? Nevertheless, it sounds rather complex. 1 Link to comment Share on other sites More sharing options...
Asher Posted May 17 Author Share Posted May 17 2 hours ago, Grautvornix said: Well, possibly you can define an automatic benefit for that ally? IIRC, some heroes provide allies with benefits in some cases. Possibly the same mechanism can be reversed to provide these benefits automatically from certain civs to yourself? Nevertheless, it sounds rather complex. For requiring a tech to generate a unit, I was thinking it could look for the teambonus tech, is there a way to do a different path for requiring techs? I'll try to do what you mentioned above Link to comment Share on other sites More sharing options...
Asher Posted May 17 Author Share Posted May 17 How do you make a tech apply without having to research it? Link to comment Share on other sites More sharing options...
Asher Posted May 18 Author Share Posted May 18 So I tried this: Scouting1.4.2.zip but it keeps crashing, I am assuming when my ally gets the tech. The tech file: unlock_adv_scout_cav.json Link to comment Share on other sites More sharing options...
Asher Posted May 20 Author Share Posted May 20 Version 1.5.1 is out Link to comment Share on other sites More sharing options...
Asher Posted Tuesday at 21:25 Author Share Posted Tuesday at 21:25 Anybody want to help? Link to comment Share on other sites More sharing options...
Lopess Posted yesterday at 01:00 Share Posted yesterday at 01:00 On 5/26/2026 at 6:25 PM, Asher said: Anybody want to help? Regarding the crashes, is it just a matter of researching a technology? Link to comment Share on other sites More sharing options...
Asher Posted yesterday at 11:31 Author Share Posted yesterday at 11:31 10 hours ago, Lopess said: Regarding the crashes, is it just a matter of researching a technology? I was trying to make it so Roman has a tech that affects allies, and the ally adv scout cav require that tech; so a non Roman player can only get adv scout cav if a Roman player is an ally. But I think I will just stick with my current setup 1 Link to comment Share on other sites More sharing options...
Asher Posted yesterday at 13:26 Author Share Posted yesterday at 13:26 Version 1.5.6 is out 2 Link to comment Share on other sites More sharing options...
Asher Posted 18 hours ago Author Share Posted 18 hours ago Any suggestions/things I should change? Link to comment Share on other sites More sharing options...
Obelix Posted 4 hours ago Share Posted 4 hours ago Hi Asher, I read this thread as well as opened your repo on GitHub. Only after reading the first changelog entry I understood, what this Mod changes to vanilla. May I ask you to add a ReadMe.md and/or change the OP opening describing what's the USP of your Mod? 1 Link to comment Share on other sites More sharing options...
Asher Posted 2 hours ago Author Share Posted 2 hours ago 1 hour ago, Obelix said: Hi Asher, I read this thread as well as opened your repo on GitHub. Only after reading the first changelog entry I understood, what this Mod changes to vanilla. May I ask you to add a ReadMe.md and/or change the OP opening describing what's the USP of your Mod? Thanks! How does it look now? Link to comment Share on other sites More sharing options...
Asher Posted 49 minutes ago Author Share Posted 49 minutes ago I am getting this: Link to comment Share on other sites More sharing options...
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