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I've hidden a lot of the tabs (for each specific skill) but I think you should be able to copy the sheet into your own google sheets to edit and it'll work. There are some notes in the first cell on a few of the tabs with a brief explanation.
I've already create a patch for it in the past, but a cheatsheet would be nice. Could you please tell me where to get one ?
Thanks :)
Basically you paste in one table of data - it spits out all the info you need for 2 separate tables - plus the data for the dubious extra skillpoints submod. So copy/paste 1 table then copy paste 2 (4 if making extra skillpoints submod too) tables and you're all done.
Then as you say, because they are no longer tolerant, all lords/heroes from other mods need a sub mod for each mod. So now they'll only work if you have all the required mods active. Try to keep the table name so that the sub mod will load after the required mods.
You could choose to keep mixu's lords in the main mod, but then it will need mixu's to work. As not everyone wants to use mixu's, it's just easier to make a sub mod that has the reliance and keep the main mod for vanilla lords.
Hopefully that answers your question?
@RC 38 Boss - These changes might mean you need to make some amendments to your mod, depending what you did with it
Kind regards Boss
The change as far as the mod is concerned makes little sense other than creating 2x the work
Deo - yes the ai use these skills but I haven't had much chance lately to fully test the MP compatibility. CA made quite a change so I had to update it for it to even work. I'll look at it as soon as I can get a chance.
This means the warmachines will be affected by the non-artillery range skills (rapid fire, ballistics training). This is also true of other factions such as luminark
But still thank you for the quick update
Type_3 thank you for bringing Malagor to my attention. I'm not sure why it changes his spells but will see what I can find out
I have created the single player version which will work add the skills to Mixu's, access it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2958946497
If you don't have Mixu's, the mod will still work, you just won't have the lords from Mixu. If you do have Mixu's then you're welcome.
There are some differences between that version and this so be aware.
The solo version would also have the tweaks I'm trying to work on in the MP version.
Let me know if you want a SP version of this mod. Admittedly the solo version is easier to sort out, desyncs are a right pain to fix mixed with the limited time I have and trying to get my testers on at the same time.
First off apologies for getting back to you. I've been crazy busy since publishing this.
I have just checked the mod and looks like it should work as normal.
In regards to some skills showing, I am aware but I just haven't had the time to sort this out yet. I am also in two minds on whether or not I'll split off the bats/zombies. I'm sure most people choose not to use them but it would allow any of those units you recruit from allies to get a small buff rather than being incredibly useless... If you happened to ally with anyone that has those units anyway.
@EndyCore - yes it would be simple enough to make it work with Mixu's and SFO but it is very time consuming which I just don't have the capacity to do right now. However if someone wants to add that addition, I am happy for them to do so.
@NBFDCYY that's amazing! I'll try to link that or something here.