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Ilmoita käännösongelmasta
Anyway, I have already increased the caps in the past and I personally find that the current ones (x10 x6 x6) are already quite generous, especially since we are talking about units that should be considered somewhat unique/special by the lore.
And by lore's standards you shouldn't be able to walk around with Knights of Morr full stacks anyway, considering the fact that they are an exclusive templar order with very strict vows.
The life of an average Knight of Morr is not exactly one that can boost recruitment numbers, both on the short and long run.
But yeah, 8k is still a lil too much, especially for their price.
I don't particularly like to touch the balance of other modders unless is absolutely necessary but this might be a good time as any.
The "outdated" label on the mod it's currently just the version number and that's it.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.
Since it's UI stuff the update may not be save compatible.
Sorry if I borked your save in the process.
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.
These guys are available only for the "alive" part of the Elector Counts.
I love conquering for landmarks.
Shame, but it is what it is sometimes.
These units have been recently integrated in that mod and from what I can see with RPFM their cap is 1 there.
I'll add this information into the mod's description right now.
I do have several unit mods active.
Guns of the Empire does have several unit caps, so I wouldn't be surprised if that's the culprit.
-Knights of Morr Halberdiers Campaign cap 6
-Knights of Morr Cavalry Campaign cap 10
You either have another mod that is messing the cap of modded units (which is unlikely but not impossible) or forgot to build at least a tier 2 smith in the province you are trying to recruit these units from (as stated in the description of this mod a tier 2 smith is required as additional building) .
I've had this in two campaigns so far.
Am I missing something?
I would not take any chances and use this on a brand new campaign though, since the current buggy state of the game makes it already unstable as it is without adding stuff to an ongoing saved campaign.
Remember to credit Zaskar70 too though!
as dark as their armor is in these they are actually a lot better looking on the field when they don't have a shadow on their fronts.