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Well I just checked it in-game with the races you mentioned (dwarfs, woodelves) and everything works fine. Can't help you without more details. Do you use KMM? What's your load order for sfo and this submod?
Basically if it doesn't work because of conflicts with other mods - and I warn about this in the mod's description - it won't work for this save, period.
Start a new game, wait till turn 20 and you'll see. Or, if you know how, enable debug mode in this mod using rpfm so invasions start faster. Or change turn timers to something like 2nd, 3rd, 4th turn.
Thanks so much! Glad you're enjoying it
That's for people who - like me - got tired of being overwhelmed this early in campaign
It's available HERE
Use only one of them in any given campaign.
fixed now, thank you a lot
tq My hero
@金鉤子
@adyh214
Apparently steam decided not to actually include my yesterday's fixes in the most recent upload... This is so stupid omg!
Hopefully now it will actually update this mod.
Problems with tombkings, books of nagash, etc. should be gone. Please check it in a new campaign as I'm not sure it'll work in already started playthroughs.
but "toggle fog of war" and "high res ui" dosen't work with new updates
and may also cause tk unable to add tech lords to recruitment pool
Fixed, sorry for this mess.
New game will be required to experience them all.
Tested it in few full campaigns, should work fine.
Later I'll upload copy of this submod but with later invasion start turns, as I actually find it being better experience for me and maybe someone else thinks the same.
I know about limitation, but I think that this is another problem. I am pretty sure that the problem in the chaos cities (feature of SFO). Their armies move towards nearest cities and get stuck there.
You are doing a great job!
It might be engine limitation or something, but whatever it is, it clearly shows that CA never intended chaos invasion to really be an invasion.
Well, maybe things are gonna be different in game three.
My mod will be updated with a workaround in a few days.
Yeah, it's actually vanilla bug when 1 faction has too many armies as in this case. CA propably won't fix it, but I have a workaround ready for this.
It will be deployed with few other new mod features in few days. I want to do a full campaign first to make sure nothing else causes issues, as chaos invasion debug mode is not perfect.
It's gonna require new game obviously.
Sometimes some of them move. Only 5-6 stacks at some point do anything and over 40 just sit and do nothing. This makes chaos invasion very weak.
I reproduced this bug with these mods:
SFO earlier & harder chaos invasion
SFO: Grimhammer II - The Last Kiss
Screenshots:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2681746964
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2681746841
Save file:
https://easyupload.io/2cm7ek
Please, help.
As always, thanks to Venris & Team for their last big patch for Warhammer II. SFO is now complete product that makes Warhammer II even better game
As always, thanks to Venris & Team for their outstanding job with new SFO version
But had fun till it lasted
This mechanics really annoyed the heck out of me