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The "outdated" label on the mod it's currently just the version number and that's it.
So this mod is perfectly fine to use because literally nothing changed for it between 5.3 and 6.0 : it's the same mod.
I'd rather wait and push an update when it's really needed.
It's not your fault, it's just a combination of Steam being wonky with mod updates and CA's launcher ... being CA's launcher
The thing is that you can learn and know when CA's launcher is doing weird stuff and how to deal with that, but Steam not downloading mod updates properly?
Completely random, can affect any type of mod regardless of its size and content and can happen with any update.
And worst of all, sometimes people reported that they even had to unsub and resub multiple times before fixing the issue!
I kinda think that Steam should really look into this because it's starting to become a widespread problem.
The mod launcher can get wonky at times and still try to launch "phantom" versions of your subbed mods, so make sure to disable anything and try to launch vanilla first.
After that, restart and check in the mod launcher if the mod is still there or not.
Then resub and try again, should work after that.
There is a few reasons if many people prefer to use third party launchers like Prop Joe's Launcher and Frodo's Runcher over CA's launcher, and forcing mod updates is surely a good reason.
Either you have an outdated version or corrupted files or you have something else that is making you crash and you have just erroneously assumed that this mod was the cause.
Again, unsubbing and resubbing should fix anything.
Steam doesn't seem to download mod updates properly as of late.
No idea what's going on there with you but this mod is working as intended and it's not the cause of your issue.
-The smithy building chain seems to be gone.
-The forge building chain still exists and it's currently alive and well.
We are in fact talking about one of the main Empire military building chains, the one that has buildings like Gunsmith - Foundry - Engineer's Workshop.
-These custom units are normally recruitable after building the required buildings.
I thought that they removed the smith building chain not the forges!
Ugh.
Let me check that building broswer again...(Why CA still didn't completely remove unused building chains is still a mistery to me...*sigh*).
Don't mind the fact that said building is showing a "IV", internal files' building chain tiers and in-game building chain tiers are usually different.
Apparently, while the Empire Worship building chain goes from wh_main_emp_worship_1 to wh_main_emp_worship_3, only wh_main_emp_worship_1 and wh_main_emp_worship_2 are currently used and active.
Yet another very specific thing that I will completely forget about in a week or two.
Yay.
-Where they do not show? Custom battles or Campaign?
-Which faction are you playing?
-Are you playing on Immortal Empires vanilla or another modded campaign?
-Are you using other Empire mods that could potentially conflict with this mod? Like for example that Sigmar's Heirs submod that disable some vanilla buildings?
Sigmarite Host (Hammers & Shields) - currently labelled as axe infantry, probably should be hammer infantry.
Sigmarite Host (Dual Hammers) - currently labelled as mace infantry, probably should be hammer infantry.
Sigmarite Host (Dual Hammers) - is it possible to adjust their unit icon? The unit icon looks a little too squished inwards, as in the icon ratio is kinda off compared to the other units.
Sigmarite Host (Arch Lectors) - currently labelled as mace infantry, probably should be hammer infantry.
It's pretty minor overall I know, just thought I'd mention it to you.
I can get in the main menu with this mod enabled and MCT enabled or disabled and can also run with other mods with no problem.
Either you are trying to run this with a specific incompatible mod (Do NOT run this along my Volume I collection since this mod is already part of that collection) or something else is going on with you files, possibly corrupted stuff.
Apparently there was some kind of typo in the MCT script of this mod that triggered the campaign start up crash when this mod was used along MCT.
I guess that I'll have to be extra careful with that compatibility script from now on, lesson learned.
To be honest though, I have no idea if the MCT compatibility script was save compatible in the first place, so you might have to start a new campaign anyway.
Will fix.
I have already found a replacement, but since I still need to know the shipment data and because of other shenanigans going on, I can't give you an exact ETA on when I'll be back.
You have my full permission to take and update any of my mods, but keep in my mind that I'll be back eventually and I'm going to update the OG ones.
Now I know that some of you might want to leave a comment to cheer me up or ask me some questions but please DO NOT do that and keep the comment section clean so that people can read this comment and understand why I'm not updating my stuff.
Thanks for all the support and see you again when my new rig arrives.
At the "No cap version please?" question.
Based on the Arch Lectors model, we want a more enhanced Sigmarite force.
I don't want hero corps.
It just ruins the balance.
Looking forward to a cool mod. :)
Nah, that would probably be hard to balance even on low numbers.
I'd rather just make a new slightly stronger Sigmarite host unit with Arch Lector models.
If you have time later, don't you think about making a separate Arch Lector unit?
I'd also like to see the Arch Lector units in capes.
They were already pretty decent units at release and since then I have been buffing them nonstop based on users' feedback.
I have just this feeling that eventually someone will complain about it despite them being Empire Chosen (and thus meant to be very strong).
Hope to be wrong.
They do have access to shared unit sets with multiple units that also includes flagellants, but those should just be generic infantry buffs, so I don't think that they currently do have access to exclusive flagellants buffs.
I'll issue an update later today to include that specific set, hope to not get balance complaints later though.
Thxvm :-)
Very Well now I can create 2 balancend (+vanilla cav + ranged) Sigmar themed armies, one leaded by Volkmar + battle priest one by a Arch Lector + battle priest (playing witrh Mixu + mods that do the trick)
Honestly don't see what difference would make to increase the cap from 3 to 4 but sure I guess, I'll increase the cap by one.
like the units very much :-) (I would love to see them beeing capped at 4 units each instead of 3) I wouldnt like to use your uncapped version... that would be too much g
dont know if impotant for you:
they have litterally the same armor as Reiksguard... altough for Reiksguard the armor of the horses is involved in their armor rating...I think thats about 30 armor for those horses but I wouldnt bet on it..:-)
Thx for answer ... I´ll find out then g
No, they are NOT player only.