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Unfortunately, building a mod on another non-essential mods can create many issues, such as when game or the other mod updates, or for people who do not use the other mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1158737832
Good to know. Then it shouldn't be table id conflict.
The knightly order mod was really old, probably before Repanse DLC. Maybe that is the cause.
That is weird. Sounds like a rare table id conflict with the recruiting mod. If you unsubscribe that mod, do you get the foreign units back? (which can be checked in building browser on turn 1 as Couronne or Reikland)
If that works, let me know the name of that mod; then I can get them compatible.
You should be able to recruit as Repanse.
Is that some units have additional building requirement? It has been reported some other mods add building requirement to vanilla units, thus blocking certain recruiting.
Updated this and haven mod. Now darkshards should not be there using this mod.
If you use the haven mod as well, the darkshard however will still be recruitable from empire barracks. This is because CA added darkshard to empire barracks and some ports (and CA table means it cannot be deleted in mod), so once the unit is made available in the permission table, they can be recruited.
Safe to add. Game may not load if removed mid-campaign -- unless there is no embassy built, so I guess safe to remove in first few turns.
Should be another mod interacting. By default I only unlocked about 8-10 best units from each faction in each embassy, and no RoR units.
Would you consider a version that only shares a few of the units from other factions? Seems odd to basically have access to nearly all their units and lords. Or not. Your mod, just haven't found another that lets me use some of Elves as the other "good" races as well.
Have a try at Kaedrin's Mod Manager. Maybe it will show which mod has conflicted tables.
Sounds like some other mod that changes hef units or limits dragons via special buildings.
They should be recruit-able without any limit.
I don't use overhauls like SFO, but i do have new empire units mods, like Knights of Morr, Ladies of Empire...
The mod does not touch RoR units. Also human factions is not given access to any vampire units. So probably another mod.
Good to know!
I am recruiting and using them no problem as Bret and Dwarf.
Which faction you played with?
Yes currently the building has tier 4 & 5.
Some Empire units has secondary building requirement, which is removed in this mod.
So it is probably other mod conflict, say SFO, or other Empire unit mod, since they modified the same unit table.
RoR units are not included.
I updated the mod so hopefully it avoids the issue with SFO adding additional building requirement.
Since the mod is for vanilla units, this may or may not work as intended for SFO.
I am recruiting my sister-of-averlorn and silverin guard no problem :-)
The mod removed all secondary building requirement. And actually high-elf units has no additional building requirement in vanilla anyway. (empire, dwarf, and wef units do, and was removed in the mod)
My guess is you are using some other unit mods that alters the main_units_table?
should be no issue
Is this compatible with Xoudad's Sons of Sigmar mod?
Empire and Dwarf is already included.
I plan to include Kislev when it is officially playable in TWW3.