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@InfoManiac Idk. We'll have to see what CA does with the AI Planner that this mod calls.
@Sir OW I'm not sure I understand your comment. How frequently does that happen for you? If it's not every time, do you have any idea what causes it?
(Around the same time, MCT started adding support for multiple pages, which can be an improvement for some mods. Perhaps I should consider splitting the settings into separate pages. Hmmm...)
@zoxy678 Does the game stop you from even starting or loading a multiplayer game due to mismatched game versions? If it is a version mismatch, perhaps Steam didn't update the mod's pack file correctly for one of you? Have you and the other player(s) tried to delete and then redownload the mod? (One way to do so is to unsubscribe, open the game launcher which should remove the mod from your files, then close the game launcher, subscribe, open the game launcher again, and enable the mod again. Also double-check that all players have the same mods enabled.)
@ (many of you) - Thank you for the kind words, helpful advice to other players, and/or the critical comments. I don't always respond to every comment, but I do see them!
I haven't received any feedback on the chasing options I introduced last month, so I'm keeping the status quo with the current chasing_channel still being the original, and the beta still the beta.
- Works really well on melee infantry
- Works okayish on melee cavalry (they sometimes run around enemies, afraid to charge?)
- Doesn't seem to work on flying cav
- Works poorly on ranged units, they always end up in melee somehow, or just have line of sight problems
Overall, I like outsourcing strong melee units to it. Slayers and flagellants worked awesome.
@Datboi Odd. I don't think those troubleshooting steps have failed before. Does the button appear for you, or is there no button for this mod at all? (In battles, it should be on the bottom right, next to the button that hides your unit cards.)
@kakita tatsumaru This mod doesn't provide a way to prevent spellcasting, apart from allowing you to keep manual control over spellcasters. This mod has a couple of configuration options that can help with that.
@K* - In general, some abilities and spells are used and some others are not. For specific units and abilities, you could do a quick test with the unit in a skirmish vs the AI.
@xRevolution91 - I have no plans to mod other games. Of course, other modders are welcome to if it's possible.
@wrought82 - I don't know of a way to prevent this mod from using skirmish mode. The only way around it currently is to not give such units to this mod
I have noticed it lack some mods over there and this is one of the major mods that I have been using. Especially when the opponents are routing at the end of the battle.
Best and so far only solution to be safe is to manually fight or auto resolve sieges, only time I’ve had a crash with it too.
Hmmm... You said no new mods. Did you try disabling all mods except this one (even MCT) and try a skirmish vs the AI? That would tell us if one of the other mods acquired a new script break or incompatibility. And if you usually use hotkeys, could you also try the mod's button (to rule out another rare issue)?