Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Looking at the edits it did, this must have taken a lot of effort to find all the different main settlement building entries with how some are named.
is there a possibilty for a negated version of this?
Means when I (or the AI) is in not-owned(not just hostilke) territory it has 10% or 15% less movement range?
I tried to mod it myself with RPFM but I am actually at a loss as to how to do it. Or maybe you can help me on how to create the mod myself? Much appreciated!
I mostly play Vanilla, but, This Mod is always a Must Have for me.
Without this mod, my Campaigns got annoying, coz can't chase Those Raiders.
Big thanks!
The new Massif Orcal and Tor Yvresse, for example, won't be affected. I noticed this some time ago when making my Campaign LOS reworked mod. I also needed to add an effect to all main settlement building and noticed I ended up with significantly more buildings than your mod.
Has anyone else noticed that this mod -may- give a strong advantage to Grimgor while playing SFO? Trying to narrow down whats causing Grimgor to go insane in my campaigns as Balthasar. It's scury. Trying to narrow down leads from my modlist.. Anyways, Love the mod, thanks for your hard work :)