I don't think the 'exact same name' thing works -- it creates two files for the leader... it doesn't merge them, as far as I can figure.
Gavinfoxx
In doing this I am not specifically figuring out a strategy -- yet. I am figuring out mechanics and which abilities do or don't have synergy. THEN, with a normal race, I'll figure out strategy.
[quote who="davrovana" reply="8" id="3363908"] If the faction has the generic units available, they should appear in the tech tree, and be available on unlock. [/quote] Have you tested this yourself?
Okay, as best as I can figure, that doesn't let me actually research the Henchman tech -- which I think is the issue. How do I enable the research of Henchmen and Iron Golems? It worked when my faction had the right race type, but when I changed the race type, the ability went away...
Okay, I've been doing this... but I seem to be unable to get 'Henchmen' or 'Golems' in any faction other than the faction they initially started as... how do I get those benefits to function PROPERLY in, say, a faction with the Mancer speed traits?
Where are the appropriate XML files stored?
Hi, I'd like to figure out a way to make a 'cheat' race/faction/leader/mod, with access to lots of extra strengths, more than one racial benefit (like thus unlocking different techs and such which would normally be impossible to get with any one faction), fewer weaknesses, and lots of bonus talents and such, for the purposes of understanding what options exist in the game and comparing their benefits and things like that. Can anyone help me with this? How would someone