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Scouting Mod


Asher
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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! :thank_you2:

Changelog has moved to github: https://github.com/Jeff-web-sketch/Scouting?tab=readme-ov-file#readme

Scouting1.5.6.zip

 

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Edited by Asher
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Do you guys think I should add healer and forge tents, or should I just combine those into the command tent?

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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.

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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.

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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.

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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

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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

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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?

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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?

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