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JUST RELEASED> Return to Glory: FEAR THE NIGHT APOCALYPSE 3X SUBMOD
Which is 100% designed to work with my Return to Glory: Apocalypse Mod!
Check it out here>
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2948910200
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1165733870
Man, if someone made a mod where modders could just "register" units or characters that their custom mod adds, and then mods like yours or YinYang's or SFO or Radious can access it, that would be revolutionary and save people tons of mod slots....
Well, I'd say there are about a hundred titles or so to consider, so that's a month of work, haha! (See YingYang's Resize mod for an impeccable list of top WH3 mod titles.)
I understand what you're saying in terms of low downloads, but I think it can at some point "tip" towards the other extreme - if your main mod stays as popular as it is AND if it becomes a thing for users to adjust other mods for yours (like with SFO or Radious submods).
If there's a whole list of supported top titles, I think some users will get the submods for their favorites right away. Then each new user can mean 2-15 new subscriptions on your (sub)mods instead of 1.
Anyways, it sounds like too much work plus mod addicted people like me are always too close to the mod limit to have 20 slots for this. :)
But you use other mods that add units when you play, right? Do you ever recruit any when they only have half of the models compared to (otherwise inferior) vanilla units? Thanks <3
1,073 Unique Visitors
89 Current Subscribers
For math purposes that's about 8% of all people who visit the mod page actually subscribe to it, and about 25% of those people actually take the time to rate the mod, so its not even picking up any momentum, because no one knows about it, because no one rates it.
Its possible of course but I have to make a submod for each custom unit mod. You have to edit the custom units land_units and main_units tables, and the ammo and health etc to align with the Apocalypse Mods numbers. This process takes about an hour for each submod I make (the way I do it, including play testing etc) so its not a quick fix. I did my Nagash Submod and that took 2 hours because I didn't know what units were what and how they played, so I had to test them for balance before just multiplying everything. The other issue is that hardly anyone is downloading or rating the custom unit submods, so its hours of investment of my time for little to no return on investment.
How about factions added via Mixu's mixer, like OVN's Albion or Cataph's Southern Realms?
Works with Brutal Battles 2 and SFO if you're using both.
Wasn't using either of the two you mentioned, so i went a head and checked through my mod list one at a time. After a good bit of trial and error I think I found my culprit.
Battle Standard Bearer.
I honestly wasn't expecting this one, cause it worked perfectly fine for all the other units in my army. Don't know why it only effected Empire melee cavalry.
Oh well, I liked that mod but at least it wasn't something gamebreaking to disable.
Just to be sure I just went and tested every Empire/Chariot/Wagon Unit even tested the Ogre Cav Unit (Mournfangs) that they can hire. Every Unit works flawlessly, so it is definitely something in your load order overwriting my numbers. If you are playing with my mod and SFO/Radious, my mod must be loaded higher in the load order or their numbers will overwrite mine. Sorry that's just the way it is.
This means you have another mod which edits empire land_units, and main_units over mine in your load order. I use this mod daily in all my play testing and in my load order, and it is 100% working as it should be. You are likely using a Radious/SFO mod which alters every land_unit, main_unit line in the game.
The mod is working on my end, check load order and make sure you have no other mod that over writes unit sizes above this mod in your load order, also uninstall the mod completely, unsubscribe, then try resubscribing and installing fresh.
I have had this mod installed and working since I made it, and there have been no changes to my mod or the version of the game that could cause it to stop working, so it is likely another mod is overwriting Land Unit and Main Unit line entries in you mod list.
for some reason the MOD randomly stopped working
ive re subcribed anyother suggestions
I have seen this same thing happen in vanilla, so not sure this is limited to a mod. But what I do when I see that start happening, is select them again and drag the direction facing and position I want them to be and then they auto correct, works every time. I notice this happens more with units that have over really high unit counts, like Goblins and Zombies.
Death Dealers (Ratling Gun Weapons Team)
Teeth-Breakers (Ratling Gun Weapons Team)
Natty Buboe's Sharpshooters (Warplock Jezzails)
Eye-Takers (Warplock Jezzails)
These were the units i recruited however the screen showed that all of them were reduced to level 0 and i dont have any mods that should affect them
Already addressed lower performing systems with this version: 200% Unit sizes instead of 300%>
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2883921938
Give it a try and see if it helps.
This mod does not change any level requirements or Max level limits for any unit in the game.
It only changes Unit Size of all Units in the game, to 3x the vanilla counts. (unless its a monster or Artillery)
It removes Unit Caps (meaning ROR can now have more than one active unit per campaign)
It changes Ammunition to 4 times the vanilla numbers.
It increases all single Monster Health by 200%
It increases all Lords, Heroes, and their respective mounts health by 200%
It Doubles the amount of Artillery Cannons/Engines and their respective crew counts.
Other than these changes the line entries for each unit is identical.
Provide me the Unit Names you are referring to and I will make sure they are not altered incorrectly.
I played a High Elves campaign with only a few mods that are must haves for me and I crashed every 3-4 turns in Immortal Empires. They then released a statement stating they knew of the crashes and recommended rolling back the update. I rolled it back and was stable for 10-12 turns without crashes at that point. So your mileage may vary. Point is for me bringing my mods over, I have no urgency because its pointless with an update coming out ruining my mods compatibility every 2-4 weeks. I will bring them over surely, once the game is more stable and less updates are rolling out. The one I am working on now, (for the last 3 weeks straight) will be a game changer for a faction, and it will need to be ported to make the faction competitive against the new Daemon Factions.
Not really on my end, as I've done everything one could do. And as it is I've been hearing and reading ppl having the same or similar issues.