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
building_chains_table, and change the Building Superchain from wh_main_BRETONNIA_guild_hall to wh2_main_sch_military6.
I'm with the other lad @Rommelthedesertfox. I play Dark Elves mainly and would like to see some additions like you do with Bretonnia
@ Lily. Dark Elf has similar issues. Could you possibly make a similar mod for Dark Elf? Nothing fancy is needed. Some gold production, perhaps growth and/or order bonus.
Farms could go from 300-450-600, and 900 when tier 3 Mills is built.
Clothier go from 200-300-400, and 600 with the Tier 3 Storage.
While Ports only go from 100-200-400, and the 400 is only unlocked in Major Settlement.
The Building is the Trade/Merchant Guilds, it will function the same as Bretonnian Mills and Storage, the only difference is that the Trade/Merchant Guild increases the Income from Ports, Increased Factionwide Trade Income, and Increased Factionwide Trade Goods, but at the Cost of Chivalry.
You can now build this chain anywhere as was originally intended. Enjoy!
My efforts shall not cease thanks to supporters like you ^.^
I shall take a look!
You mean repanse de lyonesse? I had no idea it wast working for her, I'll do my best to fix.
Brilliant to hear and thank you! <3
After asking on the landmark mod i got the recommendation to change the loadorder to put your mod before the landmark mod and that fixed the problem! They now work in tandem! :D
PS Thanks for a great mod:)
Yeah, its probably that, I've screwed it up somehow most likely. I admit I've got a lot to learn and I didn't use a guide to make this, mostly just slamming my face against a wall and asking for help once on the C&C modding discord. Atleast within my own game im happy with the results but it is a shame its not compatible with other mods. Thanks again for letting me know.
Since both mods work in cities with no overlap it might be that both of your mods adds buildings?
That sounds about right - I'm very inexperienced with modding structures so I'm not sure if this is something I can fix yet. It's sad to hear it doesn't work :(
Just don't use it with my definitive edition since it is already in there. If there is a mod that adds other buildings to the green economy tree of bretonnia that could possible cause issues as well but i'm not 100% sure on that.
I was thinking of making something like that but decided against it, so not me.
I do indeed love bretonnia, thank you for taking the time to share your love of my mods with me, very kind of you!
Make Bretonnia Great again! You are litteraly my favourite modder, the amount of love for my favourite faction is amazing and all of them are great!
Thanks ^_^
It was added to definitive edition similtaniously, the peasant bowmen are Crossbowmen in the definitive edition, so we are on the same wavelength!
Also, just curious is you have any plans to include this in your definitive edition at some point. I think it would fit really well with it, plus you could buff up the garrison some with say Relic Hunters - rather than peasant bowmen, which feel a little it out of place to be guarding an Order Hall, imo - or Royal Men-at-Arms.
Just my humble opinion though.
Always a fan of your Bretonnia mods. =)
They are vanilla effects that I was referring to, and they seem to be working in my campaign.
Thank you very much!
The inclusion of the Knights Errant garrison is the flavourful incentive/aspect of the building, there are already a lot of way to get knights recruit rank due to chivalry and of course the Knightly Specialisation technology from my mod. Nice suggestion though, although I think the building does quite a lot at the moment, currently play testing it and finding it very useful for the tech speed increase and the economy boost.
Glad to hear it - I felt the same way, lots of tech and not enough time to research it all in.
You are welcome <3