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*I did notice the technology and skills listed, and I believe many player who subscribe will really appreciate this useful information and effort of yours. I assume some of my mods actually replace/change the existing skills (Imperial Special Force and Emperor's Finest), so I mistaken that it was missing on skill tree but was actually intended.
My take on skill, tech and building effects was to create a separate unit set id for each unit. Since all the reiksguard units i created each fit in different combat roles i tried my best to go through all available effects and assign only those which made sense to the specific unit's combat role.
Like you said receiving all these things might make them too strong, thus i tried to assign them effects meant for their respective weaponry & combat roles. I did list all the effects each unit receives in the unit's description to clarify which unit gets which effects.
I treat Reiksguard unit as one category so I assume Reiksguard Dismounted Knights and Reiksguard Handcannoers would receive the rank 7 buff of damage resistance plus attack and defense too, although it may make these 2 units a little too strong as they also receive rank7 bonus from another skill. Making these 2 units receive 2 rank 7 skill buff.
Thank you the detail explanation again, it save lot of time for me to read over the pack file!
However I barely know about modding, I tried but still have no clue. So I think you might have an answer or at least a hypothesis that is close to fact (surely way better than my random guess without basis xD). Thank you for the very detail explanation, I will try to solve the issue thru your guide.
Thanks again for your great mod!
if i'm not mistaken about the skill you are talking about, then i did not add this skill to my infantry units as it seemed to be targeted at high tier mounted units. Instead i did add the foot units to other skills more directed at infantry to make up for it. If you want them to receive this skill then you have to add their "unit set" id to all effects of the skill you want in the table called "effect_bonus_value_ids_units_sets". I did create a separate unit set for each one of my units which can be looked up in the tables "unit_sets_tables" or "unit_set_to_unit_junctions". But usually they are identical to the general unit id. I hope this helps :)
And thank you for your feedback regarding their name. I did already think about changing their name to something like this since it seems to be the official name of the reiksguard infantry i think. I will take it under consideration for the next updates!
I encounter one small issue regarding the Dismounted Reiksguard Knights and Reiksguard Handgunners, both of these units are not affected by one of my other mods that supposed to boost all Reiksguard units' stats and passive buff (Karl Franz new skill named "Taste for Battle"). All other Reiksguard unit from your mods do got the effect. What could be the possible cause of it? Ins't Reiksguard are consider one specific group in mod table? Where should I look into to edit it?
Just my opinion, I think Dismounted Reiksguard Knights is a little lengthy, would you consider name like Reiksguard Foot Knights?
Lastly, thanks for creating such cool mods, all the works about units, card icon, stats and tech tree applied are just awesome.
I myself am using Kaedrin's Mod Manager which has always worked perfectly fine for me and offers some advantages like the ability to create different profiles. Maybe using his Launcher will fix the issue for you aswell.
it's okay to add them to a compilation if the source is credited.
Would you mind if I include these in a silly compilation/overhaul I'm working on? Providing links & full credit, of course.
thanks for your feedback :) Yes you are right, i still need to add some recent balancing changes to the description text which i wil do for all units soon.
The Lord Skills of the empire have been updated by the festtag patch this week. I will try to make all my units work with the new skill effects this weekend.
Speed: 30 - > 28
and
Lord Skills:
Best of the Empire (Karl Franz)
Imperial Special Forces 1/2 (Karl Franz)
Honest Steel 1/2/3 (All Lords)
Emperor's Finest 1/2/3 (All Lords)
any lord skil dont effective all your moding unit.(handgunner ,,,etc)
Regarding the officers. I add them because i think it's more immersive when your regiments are lead by a captain. I can understand it's not consistent with the regular units but maybe if i find the time i would like to make a mod to add captains to them, too.
like this but with a unit card that blends in
i already released the all in one version for TWW2 :) You can find it in the collection linked in this mod or via: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1341623217