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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2854098742
Check it out if you liked that one.
Honestly i do not know where the issue is but last time i tested it the Feral cold ones really did take 2 turns to global recruit even with the maxed out Portal of Tlanxla.
On twwstats website i can see that there are two different versions of the unit Feral Cold Ones ( guess one for the summon spell and the other for regular recruitment CA added).
Could it be that your mod is applying the effects to the wrong version of the unit?
But here I am now, I've double checked the db, and here what I found.
The effect on the Portal of Tlanxla T2 building is called "wh2_dlc13_effect_global_recruitment_duration_coldones" this effect applies to the unit set "lzd_coldones" and my mod tags the feral cold ones with the following sets
- lzd_all
- lzd_astromancy_stance_guerilla_units (to have them beneficiate from the stance)
- lzd_beasts
- lzd_coldones (the one used by the building in question)
- lzd_dinos
- lzd_terradon_coldones_rank7 (some weird group CA has created and seem to be a redundancy)
- wh2_def_lzd_cold_ones (same)
- lzd_saurus_coldones (iirc this was needed to have them be impacted by Krokgar faction effect)
So from what I'm seeing, there's no reason why the Portal of Tlanxla wouldn't impact correctly the Feral Cold ones.
Its present only on nakais secondary lords (not nakai himself).
If you get the chance please fix the issue.
Here is what i saw in my game:
Nakai secondary lords have a line of buildings called "Portal of Tlanxla".
Its description states that it reduces the global recruitment time of "Cold One units".
However that does not affect the Feral Cold Ones you added.
They always take 2 turns to globally recruit while the other Cold One units properly recruit faster globally when the adequate Portal of Tlanxla is built on secondary lords.
If you can please fix this, since Feral Cold Ones are definitely "Cold One units" and as a low tier unit it makes no sense for them to take longer to globally recruit by secondary lords than tier 3 cold one cavalry.
So if you dont see the building on your side it's probably due to some mod conflict.
I see Feral Cold Ones in Nakai building but i do not see them in his secondary lords feral cold one building.
I wonder can the lizardmen AI also recruit these newly added Feral Cold Ones?
I'll give it a look to make sure it's the case.
I am asking to create a separate mod. Shifts Saurus Warriors from 1-2-4 levels to 2-3-4.
Here are some arguments if in doubt:
1) Saurus Warriors without shields - The first level of barracks - Able to kill most of the units of the third level.
2) Saurus Warriors with a shield - the second level of barracks - Able to kill some units of the fourth level.
3) Previously, it was impossible to hire skinks from the lizardmen from the main building of any city, so in a sense 1-2-4 levels of the barracks were justified, because you had to somehow hire infantry in the first four turns. Now there is no such excuse.
4) We've all played lizardmen and we know that initial spam from Saurus Warriors gives full dominance for the first 20 turns.
Well, that's a bit out of the scope of that mod tbh.
Hey [HN]! Your building_levels_table is outdated, CA has added a new column to it "Slave Cap Distribution". Probably won't cause any harm, but just wanted to warn ya!
I'm sure they wouldn't have tought about it otherwise.
Only the buildings past the first one of a chain cost 1 or 2.
Almost every building Nakai constructs, costs 1 population surplus
You should take a look at the requirements you used for Nakai...
12 population surplus for the cold ones building? Damn...
The idea isnt to create a new unit, just to let you actually use them when they are still useful (ie, before you access the cold one riders).