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Behaviour is bound to the culuters so if you want a horde faction you have to overwrite a faction from a horde culture/ subculture OR ask Robi to create an entirely new one.
This can vary from mod crashes to single models/textures not loading...
Since I have a handful of mods, I can't go through them and check/ fix this.
So I ask you for patience, CA is aware of the problem and is working on a hotfix.
Don't deleted them as I might come up with new plans but right now all mod focus is on other projects
I'll not go into detail or write about everything but:
Solland overwrites vanilla Ostland so no additional faction is needed. All things regarding faction mechanics would require a custom new faction making the unlocker a hard requirement (not intended).
About unit selection, there were a few ideas implementing early hand gunners and cannons but no access to the imperial roster. The Order hates most of the empire because of not helping when Solland was raided by the orcs.
The Faction could also benefit from its own "pirate cove, or Gardens of Morr", rebranded to Order Chapterhouse, Order Temple, to help factions further with garrisons bolstened by Order Brothers while benefiting the Order of Solland with increased recruitment caps, unit caps and income, Order Generals could benefit from a system similar to Vows, since they are knights, a Khorne-like mechanic like the one in Knights of the Flame that each victory empowers them more.
playing around a few hours with the Order of Solland I have a few problems with it
Even twisting my disbelief I feel you have been very unfair with them by locking off the Imperial Roster, Grandmaster Gerath holding imperial lands would make him an Elector Count, however he is clearly focused on his order brother roster, but cannons, mortars, some handgunners levies wouldn't hurt, relying solely on mangonels, when your neighbors have so much better equipment was an odd experience for me, I know I can build outposts but even so, you could have adapted much more and it would have bent and made sense easily.
it would have paired with mods like Guns of the Empire, there are a lot of units with german names in there.
The mangonels were balanced to be most useful against light armoured formations of units - trebushets can be used to (try to) snipe specific targets or areas + walls.
Another question if I may: I tested the highest tier trebuchet: Mangonel I think it is called in custom battle and used it against various unit types. It seems it is vastly inferior to the other two trebuchet types. Maybe I am using it wrongly but I think its supppose to be good against large infantry formation with is flame and cluster attacks, but I do get more damage/kills with the falame round of the trebuchet and even the next magical trebuchet does more damage.
I will try to figure something out at the weekend.
By custom, do you mean unique vanilla or custom mod walls? Second might be a mid "conflict"
It's from TW Attila's kingdoms mod.
Please report any issues or problems (evening for me, so proabably takle them tomorrow asap)
I think it will be a great things yes :)
Im happy that you like the mod and always appreciate feedback like this!
And for idea i think it will be great to have a type of lord or heroes "nonnen", like the units are greatly useful, and think your faction miss a lord/hero "healer" like the damsel of bretonnia for exemple ?
Anyway thanks you for all :)