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I'm not writing a 50 page changelog to sate your neuroticism.
Read the garrisons in RPFM if it's that interesting. You'll be there for a while.
Could this work with OLD WORLD mod ? Thanks for future response.
Now they have extremely short range
Fuklaw, do you think slotting in a Tier 4 settlement mod and disabling this could save a campaign?
Definitely sounds like a compatibility issue with something. On the one hand, there shouldn't be more than a handful of mods that are critically incompatible with this. On the other hand, if something is, there's nothing I can do about it because it's probably conflicting with the datacore that's necessary to overwrite garrisons, rather than add to them.
Excuse me?
Unless you're Vampy Counts :'( Empty garrisons for them (at forts at least).
If you got the knack for low res spritework (the vast majority are 32x32, many are 64x64, and the largest so far being 192x192), I've got a reference database in my project archives and I think I can recover the design docs and reference images sent to my previous spriter.
(Gonna be back on track a bit later today, just as a short intel for my next response)
Well now I can comprehend some things a bit better. Thanks for sharing some background. If you happen to need some edits for graphics stuff, tell/add me. Doing graphics 2D is my real focus. ~
Best wishes ;)
Looks like I lost a build at some point last year while reorganizing the mod structure after the WH3 workshop release. The WEF outpost chain was not originally all on the same building level, which was unsurprisingly the issue. I also had to remove some extraneous building effects for the WEF outpost chain. Well, maybe not had to. Regardless, issue resolved.
Wow, in the name of the casual WEF players I say humbily 'Thank you very much, Sir!'. Hopefully you didn't exaggerate your workload too much, after all what I've learned is on your plate so far, I'd have expected it for taking some longer, so - great work again!
As I was busy with getting used to the overall mechanics of WEF yesterday (not being said casual WEF player) I was about to understand how exactly you built the mod to get to the right point.
In that - if you can recall now spontaneeously - could you tell me please, which table I missed that would've sorted the main building chain to work again? I just want to know how close I was to get a fix for that specific thing done. If you don't want to or don't remember, it's perfectly fine, I totally respect that. ;)
Patch notes elaborates on some additional changes to WEF outpost/building effects.
I get it, having various things in memory helps a lot with modding or pulling apart mods. That said, everything in this mod ought be very specifically labeled on account of the size of certain tasks. That's had the dual effect of a damn near 90% reduction in the time it takes to set up a faction or account for an accursed subculture addition and making the various aspects of the mod as parsable as possible to newbies. It may not seem like it if you're really new, but RPFM will do 97% to 100% of the work of hunting shit down for you when you want to remove things - you just have to pull the right piece out of the Jenga tower, which I provided (assuming my memory didnt derp because I'm distracted )
Had a familiar data loss in 2020 of about 2TB; ofc it was the main entertainment/modding content drive; spent a small fortune to get it recovered, because it simply wasn't possible anymore to do it yourself.
Good thing you had an archive going by the by for the sake of at least some things. Protocols and backups consume a lot of time and are annoying for the workflow, yet at pome point both pay off.
Okay, not keeping you longer now - gonna grab a coffee too and have a look into the tempfix again, if I can figure it out this may be at least a small support on that behalf of the to do list of yours.
Wishing best of circumstances to you, Commisar, don't let them get you down. ;)
@Chuckawookie
*pads on the shoulder while walking out for now*