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I will double check and hit uodate this weekend!
What exactly is broken? And this mod doesn't have anything to do with SFO.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2897800168
It seems like a pretty natural ability for them and I plan to do a bit more with it in the future. Glad you are enjoying it!
That was a bug that should have been quashed with a previous update. Try resubscribing and it should fix the problem. CA had a sneaky thing in the database that I didn't notice when I had first uploaded it. Let me know if you run into any more issues!
Glad to hear it! Chaff miners has always been a pet peeve of mine for sure. Now they can do some work!
I am not familiar with the mod you are talking about. If someone wants to make a submod, I'd be happy to link it here, though!
Any modded tier 5 mines will not have the stuff from my mod. It has to be added in per building. Anything building that is not a mine style resource building or those specific landmarks will not effect this mod, though.
@φ .RageFreeman
I already have one reskin up! I;m hoping to give the dwarfs a bit of a glow up at some point.
I definitely have plans to improve the bolt thrower! Still working out the exact details! It will likely come along with a pass to a few units that need some attention. Another being quarrellers with great weapons. :)
@The Dark Ranger
It should add the bonus effects from both mines with a base usage of one for unlocking the ability. So two level one mines should only give you one use as they both unlock the ability, but higher level mines should stack their additional uses for the dwarfs. Please let me know if that isn't working!
@The Dark Ranger @HotPizza87
Thanks for the reports! Let me know if you have any other problems with it!
Thanks! It seems you are not alone. I am pretty sure I have found the issue and will be uploading a fix soon!
Thanks for letting me know! I will figure out why that is happening and squash that for sure!
Glad you are enjoying them! I'm actually making each of these myself (and crediting others with any help they are giving, of course!) rather than porting over old stuff. I'm not opposed to helping port stuff over, but I would want explicit permission from the original mod author before doing so.
and what about the HAMMERS ???
I don't know much about that mod so I can't make any promises. I will take a peek, though!
@alex.diaz1994
Thay sort of talk might land you in the Book! But in seriousness, I will be adding more war machines (not proper cavalry) unless you want to look into my non-lore friendly 8 Peaks Alliance mod: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2884377842
@leo_da_zoppi
Huh, tha is interesting. I'll have to check it out. Are these other armies at least dwarfs? And is it happening without any other mods? Mine should give other dwarf armies the ability if they are in a province with a mine they control. Foe a bug, I'm not sure what would be causing that unless we got very lucky and made out abilities overlap with something somehow. Worth investigating for sure! Thanks!
My next mining mod should make it much easier to use anywhere you like as it will be tied to a hero, but I am working on a new warmachine for my next project, so it would be after that.
Another option might be to simply have tier 1 give one province wide use, tier 2 upgrade that to neighboring regions, and tier 3 upgrade the amount of uses faction wide or turn it into all of the player/ais owned territory.
I wanted to keep it somewhat limited in number of uses to make it different from Skaven. That being said, I have something coming soon that should make it more usable all around the map. Changing it to give a factionwide bonus until that comes out is a pretty good idea so I will look into that!
@Lemonz
I was debating giving them that since I already have Steam Drills that can do that. I will think on it some more, but it is very possible to add in future!
@Sparks
I'm glad you enjoy them! I will be releasing a combo pack mod soon to solve this very issue! I'm trying to keep a balance of modularity to it as well, so the individual mods will stay up, but with the mod limit (and general organization in mind) a big combined mod is definitely needed now.