Steel Harvest v3.8
Full Version 1 commentRemoved battle tents from the World Map mode as I couldn't get them to work properly, and hopefully fixed issues in the campaign.
This lightwheight mod introduces unique aspects to each nations infantry and changes how the population works, along with some smaller features. It mostly applies it's own balance on top of the values the game had when it came out, taking it's own path apart from the balancing introduced by the devs in the latest updates.
I originally made this mod for personal use only, but I thought that others might enjoy it aswell. Therefore it might not be balanced well. It should work in multiplayer and co-op as long as all participating players have the mod installed. Playing with the mod in the campaign should also work, but it will make some missions harder and others easier because of the unique infantry aspects.
To install, extract the .zip-file, open the "Mod"-Folder and copy-paste the "config"- and "battleplan"-folders into the games root folder. Overwrite all the files it asks you to.
To uninstall, open the "Backup"-Folder and copy-paste the "config"- and "battleplan"-folders into the games root folder and overwrite all the files it asks you to, or just delete the config- and battleplan-folders of the game and do a steam check.
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Removed battle tents from the World Map mode as I couldn't get them to work properly, and hopefully fixed issues in the campaign.
Fixed destroyer cannons not spawning on "The Great Wastes" and drastically reduced build times for land mines
Update for compatibility with the 07.06.21 update of Iron Harvest.
Do you think you could add fenris/tesla units to the mecernaries thing you setup with arabia?
Yes, but I'd rather not. Adding the tesla units was one of the first things me and others tried, but I think the quality of those units is not good enough. You can really see that they are not meant to be used by players: Missing icons, clunky controls for attacks and abilities... If it weren't for that, I would've already added them.
And there’s the fact that Tesla doesn’t really have an army. He has a personal defense force thats barely good enough to keep the Rusviets off his lawn. He doesnt really have an interest in the Polanian slap fight everyone is involved in and while he invented automachines, he doesnt have the budget for mass military production.
The game would be more interesting if basic infantry could build sandbags. How do I mod this?
Basic infantry lack shovels. That is why they cannot fill sandbags.
Interesting ideas, I will also try them.
In theory you'd have to edit the Units_01_Core.xml, Units_04_Addon_Core.xml, UITeamConfigurationRepository.xml, UITeamConfigurationRepository_Addon.xml and their counterparts in the config_mp folder. You need to look up each infantry unit that you want to add the sandbags to and copy the corresponding entries from the engineers to those units. As there are no entries for basic infantry in the UITeamConfigurationRepository files you'll have to make some new ones for them, in the same way the engineers are set up in those files.
I tried adding sandbags to basic infantry before, but I wasn't succesfull with it because I couldn't get the build menu to show up for them. Building animations might also be a problem, the game might crash even if you are succesfull in adding sandbags to basic infantry. But if you get it done, please keep me updated. I'd love to add that to Steel Harvest.
Are all of the files in the "Config" Folder read by the game?
I tried adding some units in the USA HQ and it doesn't show up in the campaign.
It shows up in the skirmish but screws up the game if you add units from a different faction.
Do you also know how to add specific abilities to a unit?
All files in the config folder are read by the game. However, in skirmish they are overwritten by the files in the config_mp folder. So if something doesn't show up in the campaign, you need to edit the files outside the config_mp folder. Also keep in mind that you need to edit the Structures.xml or Structures_addon.xml as well as UITeamConfigurationRepository.xml or UITeamConfigurationRepository_addon.xml and their counterparts in the config_mp folder if you want to properly add units to a production building.
Adding existing abilities to units should be relatively easy. Each unit with an ability has an <AutoAbilities> or <UnitAbilities> section that can be copied to another unit. However I never tried that before, so I don't know if that will work properly.
I Modified all those files you mentioned.
I tried adding the engineers from each of the faction to the
"usa_structure_hq" ID. Maybe thats the problem? that you can't add units that aren't part of the faction you're editing.
But the campaign has some missions that included heroes from the other factions, I tried editing the "mapOverrides" which surely overrides the campaign but shows no changes.
Hmm, weird. I'll have to try that myself when I have the time. Adding units from a different faction shouldn't be a problem, but maybe the developers hardcoded something weird. In what way does the game mess up when you add engineers from different factions? Have you tried other unit types?
I never tried editing the mapOverrides before. But after working on the new update for Steel Harvest I have a suspicion that we are very limited to what we can do in the campaign. I think that each mission has hardcoded limits to what units can be built, and these limits also seem to be structured differently from mission to mission. An edit that might work for one mission might not work for another. Especially the pre-DLC campaigns seem to be very strict in what units and buildings they allow. Or maybe I'm just not looking into the right files.