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I originally made this mod for personal use only, but I thought that others might enjoy it aswell.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.
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.
Man I just realized that I can't play Iron Harvest without this mod! Thanks for just straight up improving the game, man. Excellent work.
IKR? It was just a bone headed decision to lock out certain types of weapon teams from certain factions. Like... denying the GERMANS MG teams? These guys invented the MG42 FFS!
And there's just something special about seeing hordes of Polanian flamethrower teams advancing with mechanized support. I imagine their thought process is "We'll save this country or burn it down so you can't have it" or "You said get ze Flammenwerfer, Hans, but you didn't say which of us should have it"
Tark is the hero we needed.
When I first started modding the game I actually thought the missing infantry units were a bug of my mod. I wonder what went through the developers heads to think that limiting infantry production to certain units would be a good and fun idea.
Also, thank you!
I am so looking forward to spreading some non-negotiated, All-American, oil-rich FREEDOM when this mod gets updated. Am checking it every day, hoping for news.
Well, I got some news for you! The mod is coming along well, and I also got some ideas for the faction specific stuff that I hope will be interesting. I think it'll be done sometime next week.
O rly? :D that’s great news! Tell me, what do you have in mind? I’ve been trying my own modifications based on the study of your work, but have run into snags. Apparently, I lack your talent for .xml manipulation
You'll see soon enough, don't worry :D
And don't be discouraged! I'm happy to help if you have any trouble with your own modding projects.
With the current fix, do you only need the config file from the zip? Or do you need the previous versions Battleplan folder + this new config file?
You only need the config folder from the current update. This might change in future updates again though. As a general rule of thumb: I always put all the folders you need in each update, so you won't have to piece anything together from previous versions.