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I tried using the Larger Unit Sizes mod along with your compatibility mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2394068948
However, the unit size was forced to double. But the Larger Unit Sizes mod is 1.5x.
I think I have to use the double unit size mod to use your compatibility mod.
I'm sorry and It may be a rude request for a first time,
but will it be difficult to patch the Larger Unit Sizes mod compatibility?
I'm using this mod.(Larger Unit Sizes)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1160529933
Unit count does not increase when used with your mod.
(For example, in the case of dwarves, the number should be 100 to 160, but this does not apply.)
I want to use the two mods together, but are they not compatible?
If so, I would like to know if there is a solution.
Small unit mods are no big deal: design and support work is pretty easy. Bigger stuff like Expanded Roster mods and faction overhauls are a lot more work, and I found in game 2 that I spent so much time making and supporting submods I never used that I never had the time, energy or motivation to play the game myself.
Try it, find the problems, report the problems, and I'll take care of them.
-ty, request sent.
-this is what i have in mind for nurgle - https://imgur.com/a/75Uqyly . and their cycles can allow for some ebb/flow unit caps as well, so the first 10 turns have been fun so far
-this mod from DF should work towards the outpost issue - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2854625588
-np, can look through building_effects_junction_tables to test for crashes, but best to work off your .pack file. Presuming it's already corrected for several new columns in main_units and a new one in building_effects_junction_tables?
If you're genuinely wanting to help, and already know how to do all the technical stuff, then add me as a friend, and we can talk about how you can seriously help. In terms of porting stuff from the game 2 mod, mostly what's left is working through the building_effects_junction_tables to work out which of the 1300+ entries cause crashes when loading. I've tracked down a bunch, but there's probably a lot more.
Sure, how can you help? If you could help work out which effects are required, and then help set them up that'd be great. There's only, umm, probably about 600+ needing made.
[Greenskins] Fixed missing Unit Cap effect for Grimgor (I'm sure this was working correctly at one point...).
[Bretonnia] Fixed missing Unit Cap effect for The Fay Enchantress (I'm sure this was also working correctly at one point...).
Thanks to Garde for the bug reports. If you spot any other problems, let me know.
I'll try and get a chunk of design work done this weekend, and it'll take a bit more time to implement everything in the game files, and finally some very basic testing, (re)writing documentation, and trying to get some instructive screenshots.
So, two weekends minimum?
Opinions are welcome as to which units are over/underpowered for their recruitment tier.
From the description:
Incompatibilities:
This mod is definitely incompatible with overhauls like SFO and Radious, and probably doesn't play well with other unit cap mods. It may be incompatible with other stuff too: let me know if you find more.
@kca1010
Yes, of course. There have been quite a few people asking for such a mod, so I'm sure there's a fair few people who'd be happy you made it.
I can respect such decision making, kudos.
Also I just played a campaign WITHOUT this mod and regretted it. I knew it made the AI build more fun stacks, and 2ndly made me choose more carefully. The third benefit really surprised me though - how much more of a factor buildings were, really adds a layer of decision making to an otherwise very boring element of the game.
Great mod.
[Greenskins] Switched Grom's bonus caps from trolls to pump wagons. I personally prefer trolls, but it was pointed out to me that Grom really boosts pump wagons much more than trolls, and I have no counter-argument, so here we are.
[Technical] Added support for Kislev Reborn submod.
@Vaxar Kun
The next step was supposed to be tweaking AI army composition, but that got stopped in its tracks by the autorun mod I used for testing no longer giving full functionality and letting me see army compositions anywhere on the map. Testing army composition tweaks by *playing* is so slow and inefficient as to be nearly worthless. I think the AI building construction AI is reasonably robust at this point, though definitely not perfect either.