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Rapporter et oversættelsesproblem
not sure if the death of Weissmund triggers the end of battle (last battle today it didnt) idk perhaps its timed?? ( after all phase one units flee)
also the Huntsmarshall not appearing in diplomacy tab was a submod (which brought back vanilla recruitment only/ restoring certain Landmarks of Legends which where disabled by SH) of Sigmars heirs. just in case someone is curious.
thx for this infos.
I tried battle of bloodpine woods multiple tomes now. and the instant victory seems to be triggered when the General called Weissmund (from Phase one) gets killed (no matter if the reinforcments arrived or not)
In this mod or in vanilla, Reikland doesn't start with diplomacy with Markus Wulfhart enabled. He's too far away. It might have been something that another mod did and maybe they changed it. I can't say for sure.
Thx very much thats just an info :-) playing right now a new campaign latest pstch and it seems to work fine.
For some reason I cant see the huntsmarshall in the diplomacy tab (also using Sigmars Heirs and dont know if this is tied to your mod or XD´s ... I could see the huntsmarshall MW before the latest patch .... Volkmar is in the diplomacy tab)
The battle of Bloodpine woods has 2 phases ..... the first where Franz ambushes .... the second where enemy forces arrive.
For some reason the battle ends for me before fighting the enemy reinforcments (all the units from phase one are on the run at this point)
The battlle ends when General Weismund is dead no matter the remaining forces
Sylvania: Faction Overhaul and Nordland's Campaign are both incompatible and I want to try and fix that next.
Compatible with Mixer now ... nice!!! You are the only one nerfing Wulfhart but with thought.
Any Empire overhaul mods you recommend in addition? (I know itss now compatible with Sigmars Heirs... :-) )
Actually, then this is perfect. This goes well with Pwner1's mod that makes all dispatches give RoRs. So now when Wulfhart says elites gather... he means it.
If you have multiple trade agreements with AI empire factions, the remittance (half your treasury) is split between those factions. (Not cascading halves)
No remittances when you have zero Empire AI agreements.
Is this before or after income is applied? Do you keep losing cascading halves for multiple trade agreements? So this does not happen when you have zero empire ai agreements?
The prior one was pretty self-explanatory, but this now is a bit more obtuse. After a shocked reaction. I -think- I see how it sets up an actual unique campaign, and synergizes with another mod quite well, but the details matter here.
Does this apply to the "new world colony" too ? Since they are technicly "southern empire"
Dumb story: going back to look at the code, I found it *is* possible for starting fealty to be way higher than what I wanted even when using *just* this mod, so thank you for the heads up.
I really like the feel your mod gives up untill now! Not being able to sign any treaties yet with Toddy feels right and I like how the randomized effect made the Northern provinces more likely to defect. Very thematic!