You cannot stack or send these units to town immediately (ergo, you must have an open slot in your party to take a non-hero unit with you). Again, remember this is technically a cut feature. Most obviously, very old art assets and unpolished UI. While all of this technically still works, there are a few rough edges: Provided you have an open slot for them in your party and you took over that building, you could purchase a non-hero unit of a certain type and have them fight alongside you.Ĭhanging a "PreferAreaFaction" value to true would force the non-hero units you could gain after taking the dwelling to be from your faction. This variable would have been the one to determine how many of which to create of which tier.Ĭhanging these values to anything above 0 would actually place those buildings on the map. You could buy one of those units for free every week. Back in early access, you could take over buildings that generated non-hero units to fight alongside your faction. However, we recommend you use Notepad++, as it keeps the syntax and spacing of the original code, making it a smoother editing experience. txt files, you can easily edit them with any text editor. These text files are considered Streaming Assets by the engine - files loaded from outside the build itself but rather from the filesystem. If you are familiar with ".ini tweaks" in games (especially Unreal Engine ones), you'll find the process very familiar. Some examples of exposed variables are AI aggression, XP gain, cover bonuses, trait chances, the grading algorithm, as well as the amount of resources you and the AI start with. You can use this same method today to easily tweak values in the tactical and strategic layers. Originally this was a development tool, where we experimented with different values on the fly. While some settings and values in Fort Triumph are hardcoded, many are stored in plaintext files for easy editing and modding.
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