Since I have received a number of PMs asking for an update of my modded muskets and savegame, I'll address it here:
Ever since the game migrated over to steam it has been patching much more frequently, as well as undergone some core structural changes to the way campaign works. This makes a "everything unlocked" save impossible unless you want to start playing from late 1778, when much of the war has already been fought. I CAN make a savegame that is VERY early in the war, IE as soon as the markets unlock, that would let you start with essentially unlimited resources (but only a few tech unlocks), but with the game now having multiple difficulty levels and a setting to have the ai receive dynamic assistance or not, we're talking about a save for each possible combo of the two, which is like 8 or 10 and i really dont feel like going through the effort of starting a campaign, playing it till the market unlocks, using cosmos to edit all my stockpile sizes, saving and then copying the save file, then repeating the whole thing more than half a dozen more times, only to have to repeat the whole exercise the next time a patch changes something. For that reason, I will not be posting a new save file until the game is released.
As for modding muskets and cannons, that still works. In fact, since then I've also figured out how to mod rate of fire as well as range, and discovered that artillery is severely capped in how fast it can shoot by the reload animations. The problem is that EVERY TIME the game updates, the mod breaks because the resources.assets file gets updated with the new version, and so you have to keep going back in and modding it over and over.
Well, screw that. I'll make a nice downloadable file for everyone to plug into their own game once the game gets to release and isnt patching so dang much anymore.
Unfortunately CH wont let me make a nice, easy to follow how-to guide for doing it yourself...it does kind of need images to explain what parts of the code you're looking for and how to change them, and i cant do that here. I COULD make such a post on the steam boards, but I kind of don't want every twobit **** messing around in the files, reporting the problems they caused as bugs, and thus hamstringing the dev team, so I'm not....not yet, anyway.
TLDR: constant updates = too much like work. Once the game hits release I will post a complete how-to guide on everything I know about modding the weapons so far on steam (where i can include images), and post save files with unlimited resources here.
Cheers!
-Froggie
Welcome to my life, times 1000, every day, with 50% of the titles we work on. Imagine all you are doing, and then you are supporting 10000 game titles, not just one.
best,
Cal
I keep getting the following error when the trainer fails to activate, any ideas or workarounds?
11:47:21: Successfully attached to ugar
11:47:22: Collect Team, Script error in line 4: 'UnitUtil:HasEnemiesOnPathToTarget+1000' is 0 or not a valid address
Does your game version match the trainer version?
Are there any special instructions that need to be followed?
Are you running Aurora as admin? Not doing that can cause issues for a lot of trainers.
Did you extract Aurora as opposed to just running it?
Do you have the newest version of Aurora?
Have you reinstalled/verified the game files?
Have you restarted your computer before trying the trainer again?
Have you set the anti-virus exclusions for Aurora?
Are you opening the game from a supported launcher?
Are you running the newest version of the trainer?
Are you playing a beta version of the game?
Are you using mods?
I keep getting the following error when the trainer fails to activate, any ideas or workarounds?
11:47:21: Successfully attached to ugar
11:47:22: Collect Team, Script error in line 4: 'UnitUtil:HasEnemiesOnPathToTarget+1000' is 0 or not a valid address
Download older version using steam console and stay at that version until the game is finally completed and out of early access in 2029.
best,
Cal