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Hope you enjoy the Wissenland campaign <3
BTW, I really recommend most Sigmar's Heirs users "Sigmar's Heirs Lite" submod by @chopchop. 3 things it does for you are re-uniting the two seperated vanilla und provincial recruiting chains. It also brings back the gunsmoth/armoury instantly - and all the modded units that are still tied to it - it also brings back landmarks SHs messes with like Alrdorf Zoo
Among other things. Recommend 100x more than e.g. the "novanilla" submods (well, nobody here is prob using that as it would make the units from this mod disappear)
Looking frwd to the mod coming back
<3
Maybe this is easier... I try to run this with this life-changing compatibility mod pack:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3111165166 Maybe you'd like to try it out even and have a look? It's really cool, saves you some mods as well (e.g. submods for Warband) and gets some nasty not-100%-4.x ready mods to safely work again
I'm having mysterious end turn AI crashes, and this mod is one of 3 or 4 mods left that could possibly be the problem. Sorry for not having more info and some guessing being involved. Appreciate you, love the mod! <3
In my mod I went through the trouble of giving WH1 assets blood textures, spears and swords and other things didn't have them
the file is pointing to a wsmodel instead of a rigidmodel but it doesn't exist, for w.e reason I missed that, so give me a moment I'll fix it immediately
Regarding red skill tree or technology tree buffs I just checked and I had added these units to the unit sets that belonged to skeletal warriors and the like so that they would be affected by related technologies and red skill points.
dont know if intended or not by you:
Reiksguard cavalry vanilla and claymores dont have any smithy requirement (so you can recruit them pretty early)
just experiencing human and woodelf factions (I also have your elf redone active) perform better in my campaign with Franz (couldnt see they recruit any other than vanilla units)...also have an AI potential mod active (which I have since IO release)
specially Huntsmarshall Wulfhart and Volkmar are expanding fast now altough I have garrison mod for all non order factions and several other buffs. (last campaign they had harder time)
It is impossible that one of your last updates makes greenskins to not attack settlements and only besieging it....is it? (I go trough the last updated mods I´ve subscribed since I encounter this behavior as none should make changes there...)
Thx for explanation, just playing with Franz now so it wont be an issue I guess (Have to keep an eye on Volkmar, Gelt, Huntmarshal)
But assuming they do, what matters is the melee combat potential of units for auto resolve in AI battles, and the values are very slightly higher than a greatsword unit for all these dismounted knights, meanwhile on the field the situation will be a different story, they aren't difficult to bring down but they aren't weak either, they can more than go toe to toe with chaos warriors(but not chosen unless well buffed by lord skills and spells).
question: can AI recruit your Reiksguard units (foot) from Reiksforts? (cause this would buff AI significantly...wouldnt it?)
thx nevermind, great mod anyways .... again :-)
As for the ror cap and exp mod, I never really believed in that, sry I rather keep the RoR feel unique plus they are called Regiments of Renown for a reason.
Thank you for your suggestions though.
Oh and Zintlers Reiksguard also has the RoR mod problem, but I think there is no way around when changing them to sword.... except you add those RoR changes too (xp gain and cap increase, this way also any stat changes would be unneccassary? as the RoR increase their stats trough XP gain/ranks then??)