Press the button and after another short freeze, the Mod should be uploaded. In the menu you will find a button to "Publish (your) Mod" (or "Update", if it has already been published). When you're pleased, press the Pause/Esc button. Select one, the screen will freeze briefly while loading the new data, and the Mod is activated. In order to activate Mods, go to Match Options (during Commander selection), then Mods, and you will see a list of offline Mods on your PC. This will create a new offline game, in which you can activate offline Mods (this is the only way to select offline Mods). Once everything is prepared, start the game, select the new "Workshop" category in the Main Menu, then "Test and Publish Mods".* if you made each farm yield 5k Food (instead of 500), because that might be hard to find out - and playing without such knowledge against someone who knows would just be annoying. You should, however, inform players about hidden changes, e.g. change_notes.txt) and include it in the Mod's directory. If you want to provide a full list of changes, you can simply add a separate text file (e.g. If you changed more than two or three details, keep it abstract! Players can still find out unit stat changes during deck selection or even while the game is running. It should give players an idea of what to expect without reading a long text. ![]() ![]() Please enter a short description of your Mod's changes in ModDescription! This description will pop up just before deck selection. header.png - the picture that will be used on the Workshop page, e.g. ![]() Keep PublishedId at "0" for a new Mod (it will be given an ID once it's published)! ModName is the name that will be shown on the Workshop and when you select the Mod in game.
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