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
Take care bruvva, hope to see you back sometime in the future.
It might still function but you are better off not trying it. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them or make their own versions, anyone is allowed to do anything with any part of any mod I made.
That is strange... The way the camps work is they are areas where if a character enters them a script is triggered and it fires the dilemma. its working properly in my end so maybe there is a script break/incompatibility with another mod I'm unaware of. If either can install the script debug activator, then step into a camp with it active and then send me the log of what happened I'd be grateful and it would help towards finding what can be interfering.
Meanwhile what you can do to save your campaigns if you want to disable the mod meanwhile is rename the script on the mod with RPFM adding a ! to the name of the script like so https://i.imgur.com/TO6vkfT.jpg which will stop the spawns from happening altogether and keep the camps in the campaign map, given the mod cant otherwise be disabled midgame. The Chaos camps will still show up on the campaign map but wont spawn new armies.
It does not indeed conflict.
@all
Been noticing some issues with this mod and any other mod like Those Savages, etc. that spawn a new faction that is at war with everyone that kind of messes up the war declaration behaviour of specially minor factions and rogue armies since this last patch. Unfortunately these factions seem to have a kind of soft limit to how many wars they have going on so if they are at war with the Chaos featured in this mod, they will be very unwilling to declare new wars and so on. Mod works fine but please do note this behaviour might happen. Will see if there is a solution to it.
steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1470815758
Awesome idea and thanks for making this!
I will make the armies a bit stronger, but I really would suggest using my other mod "Never obsolete generic lords" in companion to this because it gives levels to the chaos armies spawned by this mod and it makes them more of a threat, and is overall a good mod for chaos/beastmen/rogue armies/overall AI armies.
Also plan to make the cooldown after shutting down a camp before it can spawn again 15 turns instead of 10.
@cyb
That sounds like an interesting idea, though it might direct the player into not razing Lustria/Ulthuan instead to keep the vortext going and kind of limit gameplay in a way. Will think about it and see what can be done with the idea.
IMO such a system would both make the world feel more alive and make the Chaos threat feel more real.
- every Karak Eight Peaks region (KEP itself count as 2, other regions count as 1) - occupation by non-Dwarf faction (Dwarven runesmiths help to improve the waystone network), sacking or razing by anyone.
Every time the Chaos Rift is spawned, the player would get an event which would also allow the player to check the location of the rift (by using the standard "zooming in" option). In case of Chaos Rifts, bribe option would be replaced by magical "containment". After a 5-turn cooldown (so there are no annoying instant-spawns), there would be a chance of spawning Chaos, Beastmen or mixed Chaos/Beastmen army. If the WoC faction exists, the spawned army would immediately become the vassal of WoC.
- every Ulthuan region (capitals count as 2, so 2 rifts are spawned; minor cities count as 1) - occupation by non-HE and non-Lizardmen faction (besides HE, only the Lizardmen truly "understand" the Vortex), sacking or razing by anyone (MOAR CHAOS);
- every Lustrian province capital and ritual site (Itza count as 3, other capitals count as 2, ritual sites count as 1) - occupation by non-Lizardmen faction (only the Slann help to keep the Vortex stable from their temples), sacking or razing by anyone;
- every Athel Loren region (they count as 1, while Oak of Ages count as 3) - occupation by non-WE faction (only the WE "belong" in Athel Loren), sacking or razing by anyone;
- every Albion region (province capital count as 2, other regions count as 1) - occupation by non-HE and non-Lizardmen faction (so Nakai is good), sacking or razing by anyone;
It will not, really. You can use either jadawin's Unnatural Selection 2 to do that or my mod Order Nerf if you plan to play with an order faction yourself.
Personally I play with all of them but they are modular so you can just choose what to play with really. I havent been using SFO in the last couple of months, but these mods should all be compatible with it.