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"A new Unit: Ancestor Legion
This Unit with a completely unique appearance is something to behold. High stats all around, you'll find that the Asrai did not fully abandon its Ancestors tactics. A magical Lothern Sea Guard geared towards endgame with an upkeep to match.
This Unit is affected by non- "Our Duty" Wildwood Ranger effects."
Great work!
@Vantal: My mod is incapable of causing a crash, and all required mods work just fine with my 200 file loadorder. Its a compatibility issue with one of your mods.
@Karl Yaeger: The Unit is already available in custom battle. Its found within the missile category.
@Blood: Its mentionen in the description. Some effects simply arent visible but all of them work in the background. I actually meant to make them visible a few days ago, but i simply forgot.
@Jun Gling: My intention was for these technologies to be used after researching through the original tree. I always felt like the original tree is worked through too quickly for my taste. I'll look into reducing a few research timers.
My mod does not touch anything which could possible conflict with mixus startpos mods. I swear unto all the gods there are. I am using it myself and everything is fine.
@Vantal I can look into it but i cant think of anything which causes my mod to conflict with vauls anvil. Are you sure you're not using any other mod which might conflict with it? Though i didnt play as the sisters for long, i could comfortably craft 2-3 items without issues.
@StormRat As i told Calamity, overhaul mods which add technologies will overcrowd the technology screen and mess with links and all that. If you have RPFM you can always increase the indent in technology_nodes by around 30. That moves all technologies to the very right side of the screen and fixes these issues. But SFO already adds a tremendously good tech tree anyway, so i personally wouldnt bother.
I ask because, there was a great mod called Dark Phoenix or something that expanded techs for the Dark Elves, but because some of the techs required you to control specific settlements, it broke if you used either a faction unlocker or a slot expansion mod. So it'd be great if you can make sure your mod is compatible, and if it isn't, perhaps you could either make a submod for Mixu's unlocker, or remove the settlement-dependencies in your tech tree (if there are any)
@CALAMITY'S WRATH I never used Radius overhaul mod and i dont know what it does.
As a general rule of thumb: If something adds technologies to the wood elf factions, you'll most likely find overlapping tech trees which arent fun to navigate. All my effects are either completely new or ripped from the base game. There cant be any issues on that front in regards to compatibility. All my unit sets are created by me too, so there shouldnt be any issues with the wrong units receiving the wrong buffs.
I can guarantee you that none of Calm&NormalTime's units will be compatible with radious through my mod alone either. You'll need a different patch.
I might make it a possibility for the AI to slowly research through this tree once it completely finished the vanilla one. It'll require some testing though which will take some time.
Any chance of getting the AI to recognize the new techs?
@Vladislav I'll look into it. Probably forgot to activate the UI. Expect a fix soon.
@new0day The AI does not recognize these technologies. So no, this mod is effectively player only.
@benettonkkb The Mod description makes it clear that "The Pact" cant be earned, and that "Ancestor Tears" used for "Our Duty"-techs are earned through battle.