Civilization Conquest Mod

The main military units will be produced from Ottoman military buildings now that I removed most of the unit spawns from other buildings with Conquest 2.4 patch.

Friend, have you tried to make this skill into other units?
I tried to add it to an infantryman, but it didn’t work
This is a Khan’s skill to increase attack speed of nearby units

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Ottoman Civilization is kind of unique where it uses models from English, Sultanate and even Russian and French civilizations units’ data as ground and sea units. That’s why, you can apply skills from these four civilizations to Ottoman Civilization. But I didn’t test other civilizations yet.

But for Mongols and Malians like very unique and separated data model civilizations, you cannot imply them to other civilizations that you will get crash or pre-cache red visual box error or nothing will happen at all when you try to use these skliis. Only way to use these skills when you add, Mongol civilization should be in the same gameplay with you. Otherwise, it will not work.

Forget it. Give up studying him
Do you know how to enlarge the appearance of melee weapons independently
be not EBPS- entity blueprint ext
not projectile EXT

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Go to races then choose a civilization and go weapons file and copy-paste clone file and go to entity_blueprint_ext and do not change the entity_scale - just change animator_scale.

After that go Attributes then weapon then find the same weapon name you modified in ebps, then go and search “scale” and change the attack_speed_scale_value from 1 to 1.1 (if your animator_scale is 110).

Please try these first that it should work.

Note:
I am busy 2 more days then holiday break comes, so I can help you more to test on my computer^^.

Ottoman Outposts, Ottoman Scout, Ottoman Naval Scout, Ottoman Naval Dhow can use falcon skill.

Ottoman ranged ground archer units can use pavise shield skill too now.

Ottoman Naval Scout Unit can provide always active siege buff skill too.

Ottoman Scout Ground Unit can provide always active siege buff skill too.

These units cost more.

I have fixed some of the early age “pre-cache red visual box error” in Ottoman and HRE Civilizations. If you encounter any bugs or errors etcetera, please let me know, thank you.

Go to races then choose a civilization and go weapons file and copy-paste clone file and go to entity_blueprint_ext and do not change the entity_scale - just change animator_scale.

After that go Attributes then weapon then find the same weapon name you modified in ebps, then go and search “scale” and change the attack_speed_scale_value from 1 to 1.1 (if your animator_scale is 110).

Please try these first that it should work.

No, sir, nothing has changed

There is no other option to do that then. I checked if there is another option and there is not.


How to change farm of tier_ext
Let his model form the mod on the picture. I have studied it for a long time and can’t realize it

I believe you have real experience

This is a farm for collecting gold, wood and stone

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Really nice application, I didn’t try it before, but for you I have made some tests and it is working. However, I couldn’t find how he removed the farm wheat grow animation. @Ashenone3DM, would you ask that modder how to changed that farm wheat grow animation to gold && stone grow animation?

I just have managed to make a general version to make something similar what he has done from farm model, and at tier_ext - choose gold deposit

Fully copy paste is not working when you convert a farm model into stone-gold-wood reposit. It is working now.

@CorpCodfish Hey, friend do you know how to change the farm wheat grow animation to gold && stone grow animation?

I managed to implement tree and berry bush :smiley: but I couldn’t find the animation of these grow process for tree, stone and gold reposits like in the pictures you shared.

Did you try the steps I mentioned?

I will add this new feature to all civilizations later on. Now, no resource problem anymore, but still you need to pay the cost to build these resource farm or mining or cutting tree areas.

resource_gather_job
I have known before, but I don’t know how to replace models like him

Conquest - Ottoman Empire v2.9

Every Civilizations’ villagers can build these resource deposits now.

Mongol Civilization villager can build more different types of buildings now.

I have made an option to access to original Mining and Wood buildings where villagers can build them again.

I have fixed majority of the foot print size of the buildings on the ground (for the visually modified models) where you will not experience the overlapping issue anymore (at least I tried to fix most of them).

These are the current update, that’s all for now.

It suddenly occurred to me that the building-hous population setting has never been changed. Where can I change it?

Attribute → Army then search “population” and change the population limit

I’m talking about the population modification provided by the house

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In addition, I have developed a model for changing farm,These models should be copied according to the map editor

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Hey,
I try to do what you ask for hours and I managed to do it now :smiley:

To increase the building population limit, I have used this method.

At your house building model, change the “statemodel_ext” with this Chinese schema shown in the picture:

After that go to Chinese “building_dynasty_control_chi” and copy “ui_ext” there fully, the go to your house building model’s “ui_ext” and copy-paste the Chinese “ui_text” there.
image

Now every of your building gives more “Population amount”. I have tested and it is working.

Are you changing the “entity_blueprint_ext” according to the resource deposit name too right?

what about the wood (tree) and food (berry) model’s resource_animators names? I couldn’t find the exact name of theirs.