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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2842673530
but yes my focus is on warhammer 3 as of now, and to be frank, knowing myself, the chance is very unlikely that I will backtrack and personally try to find and fix warhammer 2 bugs, unless someone spots them.
Warhammer 3 will be your focus right now, no?
if you're curious though I improved apon this mod in game 3, see it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2842673530
Tried to check with RPFM the building_level but didnt find the way to limit the settlement level.
My lastest wood elf mod should help though
Check it out!
I wish wood elves would have been given a corruption mechanic that alters the map the forest, maybe we will get that in WH3 tho.
keep in mind that downgrading a garrison as it levels up is not a good gameplay design, the current layout is as minimal garrison growth as i can make it, neither can you remove base code, so reducing the base game garrison is impossible.
If you want to try something else I have more mods
you'll need to talk to "Zorbaz's Greater Garrisons" about fixing his garrison keys
I don't know how much work it would take for you to make that compatible but if you did i will include you in my thoughts and prayers.
check if you have a messy or old garrison mod somewhere activated
The bonusses also stack
The garrisons stack
But as all of the buildings give a unit to recruit, the game warns you that you can already recruit dryads for instance and that you dont need to build another dryad building
So here are the questions:
1. Are the bonuses unique within province as the message claims?
2. Do you still get the garrison from the building?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2732619868
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2709146050
I cant change them, its because they didn't cut their rework into smaller parts, if they seperated their wood elf rework from the rest, both mods would work fine together
Without this mod, there is only tier 1 to most green buildings for outposts, but they get a lot of buffs.
What your mod does is that it keeps all these buffs on tier 1 unchanged, but when upgrading to higher tier, most of buffs from SFO wood elves changes are lost, because your mod does not take those extra buffs into account.
Could you maybe make a simple SFO submod so that those extra buffs are kept on higher tier buildings that your mod provides as well?
Waystone gives tons of buffs on tier 1, but when upgraded to tier 2 you actually loose most of the buffs which Waystone tier 1 does provide, for example you don't get +3 public order, +3 untainted, same on tier 3, you only get better garrison
SFO already uses this mod, that does rework Wood Elves quite heavily, although SFO compatibility patch for Full outpost rework would be nice.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1288489406
https://gofund.me/f6a5eabd
Just finished my Sisters campaign, ended up with military allies and completed the Ceithin-har quest chain and obtained this special drake. :)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2673553066
changes:
main elf magical forest settlements no longer give factionwide income increase, instead only give local income increase
toryvresse and Massif orcal now provide 400 income just like a max level settlement
I was unable to make them upgradeable, I cannot increase their tiers sadly
I will continue to look into it, but for now this works
Capitol outposts now give 1% global income increase to nerf massive late game income scaling
also capitol outposts like massif orcal and toryvresse cannot yet be upgraded due to their unique condition
I want to report that playing as Sisters, when I capture Massif Orcal west of The Great Oak, I can only build tier one main building, so I can't build past that stuck with only one building slot.
When I captured it I let it grow, but I realized I have surplus 5 but can't upgrade, when I inspect settlement's building chain, it also shows that capital can be only tier one.
Oh I didn't ask you to make the change, just since you said earlier it couldn't be due to your mod. I'll just do these three edits myself each update, since I mod myself, and then the rest can use it as is. :-) No worries.
Best thing about this mod is the ability to defend to some degree while not having a stack in the vicinity. You can't defend against a full assault, but the smaller stacks you are able to repel.