Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Well even without them they are still solid.
I think they may have updated the unit size for kossars some patches ago. This mod uses the unit as it is in the base game, so its likely that CA forgot to adjust this variant. Not sure if its something I'll take into my own hands to adjust. Thanks for pointing it out, though.
Because the other Armored Kossar variants are have 100 man?
I reviewed the mod. Not sure what you mean. They are properly accessible in campaign, and in custom battle. I just updated the mod to move them out of 'campaign exclusive', though I'm not entirely sure if I will retain it that way.
Noted. Looking into now. Thanks for bringing it up.
Can you add Damned Knights and Damned Paladin to be recruitable too?
Shot ya a like and favourite!
I forget the exact name, but Units_to_military_permissions or so. The faction you play as in the prologue is different than normal kislev, so find this unit in that table, and make new entries for all kislev factionss, and then entries in buildings_units_recruitable (or w/e) to actually have somewhere to receuit them from. For MP, its like, units_permissions_custom_battles or something. You don’t need to mess with land_units or main_units since the init already exists and is aet up. Hope this helps.
And I doubt the other mods I have also running is effecting it. Because the last time I had the crashes, I had barely any mods that does anything too drastic to the game at all. And I fear its the same thing here
The first time I updated it last night, it was broken, but I updated it a second time shortly after and again just now, it should be working. Please let me know if it still has issues, and what other mods you are running alongside it.
I'll look into it.
Possible? Probably. Depends on the animation sets they use, and what's available. That said, I do not intend to change this unit from its vanilla state. Thanks for the feedback.
Thank you for making this, almost seems like an oversight that they were left out
That likely means that mod changed the modelvariant of kossars, but didn't change it for this variant (which is in the base game). You would likely be better off reporting it to the author of that mod, so that he can remedy it since this is something that will occur (in prologue) with or without this mod attached. Or do Kossars work normally and it only acts up when this mod is active? That would be strange as this mod doesn't interact with unit appearance at all.