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Is it possible to change the Wardens cage ability to unlimited I saw you said you can easily set this to unlimited, and you will check on it. I just tested it and it is still the same and it does not allow any other mod to over write it.
Thanks
Also btw this mod is balanced around my RTG: Apocalypse Mod, which triples troop counts and doubles Lord/Hero/Monster Health, so its not OP when used in the scenario its intended for.
Unfortunately not at this time, considering you are the first person to use the mod and state the Wizards are OP. The people who are using this mod like that their Wizards and Dragons are now far more potent in battle. You don't have to have your Wizards kill 2000+ troops in a battle either.
The simplest way is don't take Lords+Heroes to limit yourself artificially. Another way is to not use Multiple Heroes, and the third, Is don't sit on your casters micro managing them the whole time. That way you aren't always casting a spell the moment one becomes available. Besides that Like I said, this mod is for players who want MORE POWER
Thanks for your input however. It is appreciated when someone takes the time to comment.
Anyway I would separate the two mods.
The issue is that some custom units receive completely new lines for their battle_entities tables and as such have not been edited by my mod, as it only edits vanilla battle_entities. If a custom unit relies on the vanilla battle_entities tables (as in the case for the sun dragon with the Caledor mod) then my changes will affect that new unit. Most modders clone a line and simply change the name of the battle_entities table file name, but use the same vanilla line stats for balancing purposes, some modders do not.
But a few units don't get the effects such as Yn Skale a Dragon added via a mod called "SFO Additional units updated 2021" but what is strange about it is that another unit added by the same mod called "dragon lords of caledor" does get affected so unless Yn Skale somehow is not classed a dragon or has its own class, Which could make sense seeing as the dragon lords of caledor use the sun dragon as their mount. Would it be possible to make it affect the new dragons?
Also the same happens with the Cav for bretonnia they get a unit called "Guardians of Bretonnia" which is not affected but that's on your Cav related mod. There are probs a few other units with the same problem but these are some of the ones I encountered.
The Submod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2879632248
Make sure to give thanks to szzsjoe for his Original mod. His units work flawlessly in this mod and are of course some of the best High Elf Unit choices you can make.
His mod can be found here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1175729451
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2879125233
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2878390147
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2877607740
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2877607644
You may want to make sure you are using Kaedrins Mod Manager for your load order placement.
What I would suggest is that since your game is not working anyway:
-Back up your saves and your currently installed mods.
-Deactivate all mods.
-Verify the integrity of your game files via steam, this will re-install default game files if something is missing.
-Then download the most recent version of my mod.
-Activate only it using Kaedrin's Mod Manager.
-Load into the game test if you are receiving any further crashing.
Also note: I have noticed that some spells have a mage required to finish speaking the spell before it casts (For High Elves), however this does not affect the time frame that the spell is placed nor the WIND UP stat of the spell, the character voice and animation is part of the Spell execution and for those spells I cannot change that at this time. However they still fire off much faster than before.