Editor Inconsistency

Trying to add campaign units to a melee skirmish mod. What is up with the command cards when training units??? They seem fundamentally broken?

I show the correct units and buttons on command card 1 in the editor, all other buttons (like the mensk elite units) from the campaign have been removed from all other command cards. They are empty.

I publish the mod to test. When I build the barracks it just seems to RANDOMLY choose the units able to built from the selection of buttons. The only constant being the marine. WTF?? I move the button over one space and re-publish - now other units are missing. And the ghost button appears during the barracks being built…

I even created completely new train commands under the barracks train ability with their own custom requirements trying to fix it.

Does the editor bug out this bad all the time?

Is your mod based on two base mods? If so, there might be a conflict.

To get around it, you might have to remove everything from the command card and customize it yourself.

You might also have to double-check the train abilities and make sure those don’t have problems either. I think you “can” fix it, it is just a hassle.

The mod uses all 3 campaign bases in the dependencies. Void campaign takes priority followed by HotS then Liberty

There must be something conflicting between the various versions of the “barracks” or something because when I’m building a barracks the ghost button shows up instead of the “select worker” button YET it still FUNCTIONS like the “select worker” button and just selects the worker building the barracks.

If I move the spectre button on the command card, it overrides the marauder.

None of this makes sense.

The overall goal is simple. I want the mod to include:

Lurker

Goliath

Dragoon

Shield Battery

Templars with an attack

Is it possible to get all of that using one campaign dependency?

Yes, and I have a few recommendations:

  1. If this is an extension mod, then always include the current multiplayer mod (probably LOTV latest) as a dependency. Otherwise, this mod will be added as part of any map that you open and overwrite things. That could explain your problem.
  2. Use the LOTV campaign mod with it. The LOTV campaign mod will contain the units from the other two campaigns. You will have to make balance changes to the units, but that’s OK.
  3. Make your changes on top of that combination.

Thanks! I did get it to work eventually, but I’m suspecting I may run into other issues with all 3 campaign dependencies that will involve further trial and error.

I’ll try your suggestions and see if that makes things simpler. Just as a follow up question:

If I want to use story data just in general as examples of how to do something or even copying for other units, is all of that also included in the LOTV campaign? Or was some stuff specific to each indivudual campaign? Off the top of my head an example would be the brutalisk or the leviathan.

The Legacy of the Void Campaign should contain everything from the previous two campaigns; however, the stats on some units are different, so you may have to adjust them to match what you want.

Battlecruisers were randomly nerfed for example.

I just tried an example mod with your suggestions and the issues persist. No consistency with the barracks units after modifying to include campaign units and removing unnecessary camapaign abilities.

I only have LOTV melee + “add campaign data” as dependencies in that example.

I recommend directly importing the mods instead of relying on the checkboxes.

Check each square in the command card. It is possible for buttons to be overlapping the same square.
Also check each button, because a button won’t appear and won’t work if it is not referencing a valid button from a valid ability on the unit.

You should not have to “remove” the unnecessary campaign abilities. That might actually invalidate existing buttons that use them. However, the buttons all have to be properly valid and usable to show up and work properly.