I've searched everywhere including the wiki.palobby and can't find how to publish a mod to the CMM. Last time I submitted a mod we were still using PAMM. Can someone please enlighten me ?
Nothing has changed from the way it worked for PAMM https://forums.uberent.com/threads/guide-getting-your-mod-on-pamm.55189/
Thanks ! isn't it funny how an assumption can send you on a wild goose chase of more than an hour, I assumed the method had changed
Thx Stuart, I was trying to convert my Kickstarter commander mod to an additive instead of replacement commander mod but no luck so far. I think the part I'm missing is how to make the commander selectable in the new game screen, I added him to the commander list in the same way the legion commanders are but that does not do the trick.
When I have the filenames and names in the commander.json setup to replace the invictus commander I have a functional commander replacement. But when I change all the names from invictus back to kickstarter including those in the commander.json and add the "custom": true, flag the commander becomes an additional commander I can select in the new game screen leaving invictus untouched, but ingame I get a commander that has no build bar and no command bar and does not respond to uber cannon fire orders. I don't understand what's going on here. I tried shadowing the base_imperial.json file and adding the "custom": true, flag only in that file, that didn't work either. I don't want to shadow the base_commander.json file because this mod is supposed to be cosmetic only.
I did not, having added the commander to unitlist.json now fixes it, but but but... this makes a custom commander horribly incompatible with any unit adding mods don't it ? or is there a way to have multiple mods that shadow unitlist.json play nicely together.
The only fix would be to include every single unit from unit mods into your unitlist.json and add legion coms to your commander list json as well as making your mod priority low (anything below 100 would probably work). This won't do anything if the mods aren't installed I don't think other than produce a bunch of log errors but will make it work when mods are installed. Psst, @mikeyh, fixing this would be great.