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
i must admit you made amazing work with your mod and i cannot imagine playing without it
do you plan to add additional global modifiers for LL? like small bonuses +5 growth for all settlements?
I have a similar mod for agents partially finished, but it needs refining. Especially with SFO adding similar skills for agents. Five or so skills for each agent that add something useful and loreful without being overpowering or duplicating something existing takes a good amount of time.
i just made a compatibility version of your mod and the new parte ll lords mod for the dwarfs i can send you the extra lines for the skill node table if you want
Thanks for the update dude i would like to inform you of the fact that the parte mod that seems like u ahve compatibility for the older versions ( still having rakarth )
has been revived
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2552358097
@Shadow1474 I haven't looked at more lords, yet. The entries in this mod for the Lizardmen temples add those buildings into a category so that they receive a discount to construction cost, the same as the Sigmar temples. Does the same thing happen when you play the Empire?
EDIT - As for the building category issue, I think it's this mod in certain combinations with other mods that make it happen because disabling this mod fixes it but loading it alone doesn't cause it. I'm not well-knowledged in Warhammer 2 modding, but I do see that in RPFM it has entries regarding that building. As a test, I temporarily deleted the lizardmen entry from the building_set_to_building_junction_tables and it fixed my issue. I'm unsure if this would cause any problems though.
Mathayus: I just created a new Tyrion campaign and gave him every skill that increases some campaign stat, be it public order, tax increase, or leadership and they all work. What stats on which lord are not working?
Though, count my vote for it!
Also, two potential bugs. Firstly, I noticed some skills have icons that are very enlarged. Secondly, for the Lizardmen (and maybe other races), this mod moves the Old One temple buildings into a separate, blank building category instead of keeping it in Advanced Military.