So far I my understanding is:
- you need to set
- Merge = true
- BlueprintId="original unit"
- only the specified values will be overridden
- if you specify nil for simple data types or {} for complex ones, nothing will be overridden
- it is impossible to delete properties, you can only override the values
- in the easiest cast (just FA Forever + 1 mod) the mod bps will be merged against the bps in %ProgramData%\FAForever\faforever.nxt
- Featured mods are independent, so e.g. BlackOps does not use FAF balance but standard balance for units not modified in the mod
- BPs are read alphabetically breadth-first inside a mod / zip file, directories are sorted with files
- it does not matter wether the bp is in /units/ or /hook/units or /merge for merging to work
Now, my questions:
- is anything I wrote above incorrect or inprecise?
- in which order are mods processed by the game
- I have 4 mods: 1 Featured "F" (e.g. Diamond), 3 normal "A","B", "C" (e.g. Total Mayhem, ASF Balance, 4DC)
- all 4 mods apply changes to 1 standard FA unit
- mods A and C use merging for that unit
- what would be the resulting unit? (like B + C?)