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 do not know is this great mod needed in TWW3.
workshop files for tww2 for me are located at:
D:\SteamLibrary\steamapps\workshop\content\594570
I suppose it will be sort of similar for you.
If you delete everything inside 594570 folder you will force the CA launcher to download all the newest files for your subscribed mods.
Steam is being particularly iffy with this patch, I've had to unsub&delete some mods to make them update at all.
Thanks for the advice, I'll try it, I found out how to delete the launcher files but I cant find out how to delete the steam workshop files for tww2, was that just a way of saying "delete your mods"?
If not could you help me out with a link so that you dont have to type it all here?
Would really appreciate it, thanks.
@Malivamar try deleting the CA launcher files and the steam workshop files for tww2 (google on how to do it, too long to type here).
After that try to validate tww2 game files from steam.
of course will do nothing about rebels already around.
Thank you!
The only other mod I have enabled that might influence army composition is AI Recruitment & Army Compositions.
To have Vampire Coast Armies spawn their own Rebels Armies, past a Corruption Point of 30 %, it would have been to added into the Game a Vampire Coast own specific Corruption Type.
1. There is only 3 Rebellion Types in the Game, past 30 % of Corruption:
wh2_main_skv_skaven_rebels
wh_main_chs_chaos_rebels
wh_main_vmp_vampire_rebels
This applies to every Faction Mapwide; so even a Vampire Coast gets Vampire Rebels, once it has more than 30 % Vampire Corruption.
2. This Mod is to delete most of the Elite Units from Rebels.
3. Rebel Quality is based on 8 different, very complicated configurable Numbers:
For Example these 2 here:
CAI_VARIABLE_REBEL_QUALITY_MULTIPLIER
CAI_VARIABLE_REBEL_QUALITY_OFFSET
"Limits the rebel unit quality to (([sum of building levels in region] * multiplier) + offset) * [quality of best recruitable unit in faction province]."
4. A Rebel Army consists only of max 20 Units, waits some Turns (2-7 ; configurable) and then attacks.
No additional Armies are spawned.
1. Skaven revolts in tier 3 cities seem very weak. I've had many revolts in Chupayotl when playing Lokhir and in the Wrecker's Point when playing Wulfrik and the rebel armies were pretty crappy. Just clan rats and night runners have really almost no chance of achieving anything, even auto-resolve utterly crushes them. I seriously doubt that Skaven would be brave enough to rise up with such troops, lol. Sometimes they get catapults or rat ogres - these armies are a bit better. However, I think that one or two weapons teams from time to time would make things more interesting. In Lustria some Plague Monks (basic ones, not Censer-Bearers) would seem appropriate because of the influence of Clan Pestilens. I'm not saying a doomstack, just some better units from time to time.
2. Would it be possible to make rebels in Lustria spawn Vampire Coast armies instead of Vampire Counts? I think that it would be thematically appropriate.
Their AI has been consistently weak, and failed to be any real challenge past the initial stages in ALL of their games, even on higher difficulties. Since they seem unable to come up with any technical solution to this, they try to cover it up with ever-growing distractions, like "elite" rebels, barbarian Attila-like invasions that keep dropping out of thin air even after being repelled, or all-versus-player ordertides/realm divided/whatever events.
In WH2 this also basically translates into everyone and their mother attacking the player from all sides, from over all the world map for some factions : Hag Graef declares WAR upon you, filthy High Elf!... but couldn't reach you anyway before 50 or so turns, so hmm, okay...
Therefore, this mod, and skilled modders in general, are a godsend. Thank you very much for sharing your creation with us (and keeping it updated).
No, I don't intend to make pushovers of rebels, and their xp and tier is tied to the region's 'quality'.
Thank you very much for your work.
With tomb kings, just because you can create a unit, doesn't mean you can have an unlimited number of them, unlike other factions. You may want to do something about that.
I have to say, it's a great mod, this is the first WTF moment I had with it after using it for ages. :)