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I don't think so.
has this been resolved?
Both worked for me in my Luthor Harkon campaign of a few months ago
That's fine.
I noticed KMM had a profile system so I will certainly give End Times a try! It would be nice to have a stable game while adding new mods, since playing iv'e never finished (or even made it past turn 300+) because I keep breaking things with mods. Thanks for replying mate.
Are you still asking about this mod? No, this mod does not edit any unit stats.
This is probably compatible with SFO, though I haven't tested it.
I'm also currently working on a Sartosa overhaul that makes them a more human pirate faction!
If not, if someone can point out the changes, I will make them and send you a copy to upload?
I'm guessing the answer is you don't; and well, that would suck cause then my 20 stack just wasted all their time getting ready for nothing...while my lone explorer lord is laughing his ass off.
i just got dwarfs for the first ever wreck i sailed to -. not cove, but wreck and got a doomstack enemy. Would be and consistent if the wreck and island would be lighter than cove, no matter the race
thoughts?
I still get buff vs. Vampire trait while fighting non-vampire pirate encounters through this mod.
As it currently stands, I can't use OvN without possibly running into Araby pirates from this mod, even if I turn off Araby entirely from OvN's MCT menu. I'd appreciate a fix, as OvN is still needed for Chaos Dwarfs to be playable in campaign, and I'd REALLY prefer not to have to uninstall this just to get Chorfs for my IRL friend to use against me in a MP campaign.
Better than the alternative too older TW games would do, just CTD cos couldnt find a porthole image for single character lol
Add victory traits? I like the idea. I'm pretty confident I know what would be required to do that. This mod is more popular than I expected so maybe I'll decide to spend a day doing that instead of working on one of my other mods.
I could tackle buffing the Visktrin force at the same time by giving Visktrin an army buff to morale and a little armour. Though it is far from my intention for Visktrin to be a doomstack. He's intentionally not even at a full 20 units.
Currently both Visktrin and Morgrimmson have unique names but aren't unique lords.
FWIW, you should probably see if you can buff Visktrin's force a bit more, it's... Perhaps more than an early game stack can handle, but melts to concentrated missile fire.
If possible, I really think that some pirate armies should get units with experience ranks, while the pirate lords should have some skills so they are not all lvl 1. IIRC Anyndel the Great managed to spawn the pirates lords with skills assigned to them in his old mod.
Some additional suggestion for future development: small chance of mixed armies. Possible combination include Dwarf-Empire (buddy pirates), Dark Elves-Norsca (combined raid) and Empire-Norsca (a mix of Imperial lowlifes/renegades and Norscan raiders).
E.g. Why load in a Vamp Coast unit animation if you're fighting a Tomb Kings pirate army?
Animations are binary: either they are required, or they aren't. There are no optional animations. Anyndel's mod loaded extra animations that weren't needed because it was easier to make and lump them together rather than sorting them.
@Mr.Soul
The Liche General works for me. Good luck.
"Much less memory usage. Loads 170 animations vs 600, because I went through every unit by hand to only load the required animations. On high-end PCs this isn't a majorly noticeable difference but on lower PCs it can make the difference of *minutes*."
Dunno if I want to decrease the visual quality of my game. Could this be a configurable option via the MCT?