Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
You might be able to do it with scripts or you could make the lord a summon for other armies
Thanks akeean!
Yeah, it's annoying the game mod loader gives cryptic warnings about mod updates, but it's completely braindead in how it "checks" for incompatible/outdated mods.
Just use Prop Joe (Steam) / Shazbot (GitHub) WH3 mod manager anyway, it straight up better (modlists and multiplayer modlist sharing via copy&paste) than what CA provides. Just start your game through it and forget about the vanilla mod manager and its warnings.
sentry, this is likley (but not guaranteed) to always be compatible with newer versions, Friendly Fire I am certain will never be incompatible with any updates
Mistersander1, I wont make it, but you can, just halve the values in 'campaign_variables_tables' from this mod. If you post it as a submod (just put an extra ! in front of the 'campaign_variables_tables' file name, and delete the other ones), I'll link it from this page
i tested it with radious and indeed it doesnt work but i changed every "puncTwR" into "!!puncTwR" and now it works great. Very essencial mod for me a must have. Thank you author.
Klax, I dont think so, I wanted that as well, but didn't find a way to do it.
I think it is possible to make more units enter the battlefield at the same time though, if that was what you were thinking about (I would guess the "reinforcement_deployment_max_units_before_wait_on_same_request" or "reinforcement_deployment_wait_time_multiple_unit_queue" in the "_kv_rules_tables", though I haven't tested them). Give it a try if you want to change it, but I don't think I'll change it for this mod.
If you want more of your own armies on the field it is also possible to hand over control to the AI, this will allow your "faction" to field more than 40 units, if thats what youre after, but you won't be able to control (more than 40 of) them yourself.
What were the circumstances when it crashed for you? Does it not crash without the mod?
Xaphon, thank you for the compiment!
I increased the time to make it possible to win before reinforcements arrive if you're quick, since there will be a lot more battles with reinforcements with this mod. With the mod reinforcements also arrive faster with higher level generals (compared to vanilla). I might still reduce it, but for now I think the time is roughly appropriate.
If anyone wants to make edits to the mod feel free to, if you publish it I'd prefer it as a submod, but I'm ok with just linking to this in description too.
Should be pretty easy to do, just edit the values in rpfm. You can find tutorials for using rpfm here
https://tw-modding.com/index.php/Tutorial:RPFM_For_Dummies , and may more general modding tutorials on the rest of the site: https://tw-modding.com/index.php/Main_Page#NEW_WEBSITE , it's not that hard and pretty fun, I recommend it.
Didn't test with quicksave before a battle though, so could be.
I'll change the description, just in case it does cause issues removing for more people.
Would be tricky to make it player only, this mod edits the universal value, and adds a skill effect that affects all lords. You could manually add the skill effect to the lords you want to, but I don't know a good way of making it automatically do that for (all) player lords.
Its about 4 min with the mod, 2 min without it.
Of course when there are more units in a battle the gold reward increases, but the gold amount you posted seams to high to be an intended value.
I have seen the/a bug were it says you killed an absurd amount of enemy combatants before, and I think I've seen it without my mod as well (though I'm not 100% sure). The extra gold reward is something I have not seen at all though (with my mod or without it). I suspect it's just a vanilla bug, but I might be wrong.
This mod increases the time for reinforcements to arrive (I might tone the increase down a bit, it seams maybe slightly too long), so that could be why the reinforcements didn't arrive (if you were wondering).
The "main" way I increased the range is by increasing the value of "reinforcement_radius" in the "campaign_variables_tables", but I don't think increasing it further does anything, but you're welcome to try.
You could add the same trait to another skill, you could copy the one in my mod if you like.
There might be some cap on how far you can reinforce, but I don't know what that would be, although from my testing it seams like you cannot reinforce from another province (regardless of distance), so increasing it much more might still not have to much of a practical effect.