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It should be 95% fine. Most of the updates warhammer 2 SFO got in the past 2 years were bug fixes and nothing specifically targeting high elves.
I think that SFO removed most of the small resistance, this mod will still have them. But that should be it.
That's very much out of the scope of a SFO patch lol. I do not have the modding knowledge to understand how these crafting system works.
Would be easier for somebody else who uses both SoA and AoV to make their own patch only for their compatibility. I also do not really play total warhammer right now so it's kind of a bother to make a submod for a mod I didn't even use. :p
perfect combo.
Where are you crashing. Loading save, battle involving high elf, launching the game...?
I just spent the last 2 hours installing warhammer 2 again and was able to do a high elf vs high elf custom battle and launch a campaign battle. You are using all 4 required mods right?
SFO, SOA, SOA texture, SOA SFO patch? (My mods only support the "main" sfo mod, using an altered or old version WILL crash you)
I also see what Angry was talking about. Probably that SFO rounding up stats thing they did. I will not fix that. I am pretty much done for Warhammer 2 modding outside of critical issues, I will not spend hours rising/lowering stats by 4-5 accross all of my mods. Specially for regional troops who have those strong passive keeping them up on part with regular troops at the very least.
I'm getting a CTD using just SOA and SFO after the SFO update yesterday. They did a banner update/rework and I think that's the issue.
Thanks for this mod!
They are all supposed to be the same as their "base" counterpart outside of their buff. Are the other spearman and archer also broken? (easy to see in custom battle)
The hawkeye is meant to be based on the "tier 2" archer, the armored or AP one or whatever it was called. Not the first archer.
SFO seem to have received an update early february with undisclosed "round up changes". I do not have warhammer 2 installed anymore to check every single detail he didn't bother to write, I do not have the room for both games. By looking at twwstats, both the hawkeye and heavy arrow archer have 10+12ap arrow damage and 20 less range than the normal archer. Which is 100% fine.
Why are you comparing a semi tanky melee only Anti infantry unit to a hybrid shielded unit? They are not meant to be comparable or in the same class.
I do not have the detail on hand to check the spearman properly.
In the end there might be issues I cannot spot. But things seems roughly fine on my blinded end.
I'm playing as the Knights of Caledor, but I never use the new units, because they're objectively worse than their non-regional counterparts.
Caledorian speamen has 9 points in meele defense less than the common spearmen.
Hawkeyes are outranged by 20 points to common archers and also do less damage.
I'm not using any SFO submods or other mods that change unit stats, so I wonder if SFO changed the stats recently or is it intended
Care to unsub/resub to the patch to make sure steam downloaded the current version properly? It happen often that it doesn't update mods properly. Then try with only the 4 mods I mentioned, in the default mod load order.
So it crash for y'all with sfo+soa+patch, but is fine with sfo+soa alone? Or does that crash too?
There goes my weekend.
I'll take a look at the dragonspine building cap.
They're locked to their faction iirc. And/or I think that they might require the landmark in their capital (pink building). Haven't helf played in a while.
Will confirm and make sure that is all ok too when I test LDRL issue.
I'll take a look this week.
Which faction did you start with?
Yes I once had Tor Yvresse have it, but the next time I launched the campaign it had stone again.
Maybe it was different for Vortex/Mortal Empires or some bug... it's been some time.
Thanks!
Because balancing 5 variants of a dozen of unit type for just a +4 here and -2 there is a massive pain in the ass to track. Half the units already had unique trait too. Easier to just give them all an unique ability.
I don't remember having issue with bronze, it was mostly limited to a few settlement like Tor Yvresse iirc. Will make sure when I check/update this mod for Silence/Fury.
Why did you decide to implement the difference in stats this way?
Also last time I used the mod I couldnt find one resource, bronze i think it was, anywhere!
Which was quiet a bummer because many items from the forge needed bronze to be crated.
Has this been fixed since then?
Will take a look after the DLC update once SFO is also updated..
TLDR; Silverin guard are a bit underpowered
This/base mod doesn't touch Nagaryth outside of giving them 2-3 units. Can you give more detail like does it ever appear, when does it disapear...
It can be confusing at first indeed! While SOA add things a bit everywhere, it doesn't CHANGE existing things much. Except Eltharion, because SoA used to have its own Eltharion before the DLC so he merged the versions.