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
Yes, I followed the vanilla style reduced by 25%. So all of the additional points are 25% weaker than the vanilla ones.
Example:
[Vanilla] Melee Defence: +4, +8, +12
[Vanilla] Weapon strength: +6%, +12%, +20%
[EHST] Melee Defence: +3, +6, +9
[EHST] Weapon strength: +5%, +10%, +15%
Does the AI use it?
Yes, copied the vanilla style on what the AI will take -aka avoids taking blue tree and focuses more on the yellow and magic trees.
Save game compatible?
It will work with no issues BUT it will reset your blue tree skillpoints on all heroes and it will not give you the skillpoints that you lost on those back.
Nope, I ain't touching MCT. Just one more thing to go wrong. You can always edit the file so they don't show up in game.
Not this mod unless it hasn't updated properly for you. Redownload and try again
first_invalid_database_record:wh3_default_land_melee_infantry_main_frontline_swordssinge_emp_freecom_dual
first_invalid_database_table:cdir_military_generator_unit_qualities_tables
first_invalid_packfile:singe_units_wh_emp.pack
BadMods
singe_units_wh_emp.pack
If you download RPFM and edit the table unit_groupings_military_permissions and unit_groupings_custom_battle, yes.
I think someone did one for this. One of the compilation packs out there
As of 5.0 this mod doesn't work anymore. CTD on loading.
-grenadiers: generally speaking cavalry gear is smaller and weaker then infantry versions, to reduce weight and increase manuverability, my suggestions incorporate this logic. increase armour to 65 (protection from explosives), increase range to 110 (more stable firing position...cavalry use -carbines- which reduces range), revert damage to original of horses or maybe some upgrades that can bring them up to par in later stages (i find these tapper off against the elite units) add armour sundering (there is a reason guns replaced armored knights), increase price by 260-300 gold
- a feature to turn off some of the units? meant to cover all your unit mods
- addition or submod, to create 4 elite infantry with an RoR for each? all should be loreful,i know some of the units im requesting exist in some other mods, but most of them are way to big in scope. specifically i am thinking about infantry from the 3 major knight orders (white wolf, blazing sun, reiksguard). I have work out stats and abilities that should be semi balanced (would need testing) if interested.
Probably not Hooveric's, but this one exists for Imperial Armoury
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2901185595
P.S. I use your compilation pack, so my submod questions pertain to that one really. lol.
Thanks for such AWESOME MODs!
Yup
Also, how would you feel about reskinning/modeling the footmen units to have Greatswords style plate armor rather than the empire knight armor they're wearing now? Pavise shields rather than the kinda crappy looking Bretonnian peasant shields they're using right now would be good too.