Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This mod only includes some features from HVO. If it’s not working properly at the moment, I’ll try to update it within a day or two
No, this mod is not currently working, HVO needs an update as well. I plan to update HVO by the end of August, and I'll try to get this mod working then.
Could this mod maybe get an update to be compatible with 5.x if this is necessary, as it seems?
Please note that my "conclusion" is drawn here simply from what the last 2 comments say. I did not test this in-game myself
Thanks <3
I love specifically this feature from the overhaul the most. So much better to recruit cav and make loreful, regional armies
Hi, unfortunately I won't be able to make that patch myself, but I can help you make it.
_hvo_st_emp_knights.lua This file needs to be modified. This will require some programming skills, but I don't believe it will be difficult as you can simply copy the contents and put in your unit keys.
First, you need to register your units in the faction's merc pool, which is located at the top of the lua codes. Next, you need to make your units unlock when the faction researches the technology, which is located at the bottom of the lua codes.
For some reason I don't remember, I created a new main_unit key instead of using the vanilla key, "hv_emp_cav_reiksguard_knightly_order" I think you can refer to the code where this unit key is used and copy it.
If that feels too difficult, add me as a Steam friend and ask. I'll try to help if I can.
there's a Knights Panther mod made by someone else. sorry, I don't want to upload and keep another mod similar to it
I agree with that statement. Indeed, the Empire minor factions have a low replenishment rate. I'm not sure about the AI major factions. If they can spam the knight units, I'd tweak that a bit more.
well, I just didn't like that the Empire Knights were simply a degraded version of the Reiksguard, so I replaced them with the Panther Knight, and that's about it. even if other knights are added to this mod, for now i think it will just be similar units with different looks.
maybe CA will add some knight units when they put out the Empire DLC this year, and I'll have a chance then.
this mod requires an update. I'm hoping to get it done in May or June.
I mean up-to-date now for 3.0.1?
If I play Middenland for example, I can leave it turned on by accident - and nothing bad will happen, correct?
i think it's not possible. this mod just brings some of the features of HVO, it's too complicated to do additional work
yes they are for the minor empire factions in this mod
Makes recruting cav much more intuitive and effortless for me. I tend to do it eartlier and much more now. Gives me stronger armies that are always fun to control.
Cav for the Empire is great to "theme" armies fitting to Lord, Heroes or a province if they mostly guard it. Together with 2 mods for supercharged/fixed Ally Recruiting, I consider this mod essential now for quality Order Tide campaigns, by Sigmar! <3
A+
Look man, you've given us so many great mods that if you said the sky is green, I'd be inclined to agree. Thanks for all your great work!
i can't confirm the issue. try to unsubscribe and subscribe again
Made compatible with Your New Empire mod
i'm not sure about that. it works pretty much like the vanilla Dwarf Slayer, probably it's same as that case. of course, it would be possible if the empire faction has a specific landmark.
in the vanilla, AI must build 2+ buildings to recruit any Empire Knights. but in this mod, they can instant recruit to the knights. so AI can recruit them more easier. (the minor Empire factions still recruit Empire Knights via buildings, anyway it's same as vanilla.) i understand your concerns, but we don't have to worry about things that haven't happened.
Could be a great way to implement the disparate Knightly Orders which haven't got a lot of love, though.
no, not currently. because it's hard to make a meaningful difference.
@NagerMaskulin
this mod simply gives the Imperial Authority an additional effect. If that mod does not use the vanilla Imperial Authority, it may not be compatible properly.
currently, there is only one cape variation. I feel sorry for that. there will be a chance for improvement someday. but now I'm focusing on the other work.
Love it, but maybe make another cape variant for the knights panthers. One without a panthers head on the cape maybe? to create some more diversity amongst their ranks?
P.S I admire and very much like how you made the panther cape not clip into the horse. Outstanding work for those of us with OCD who cannot stand clipping! :D
no it's a standalone version