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I also wanted to say thank you for all your hard work, this is always a "must have" mod for me in my games and I deeply appreciate how much time and energy you put into the mod. All the best~!
Not sure why they're arent laying siege. In all the tests I've done for that in the past, they've been downright suicidal with their attacks but this might just be the AI being weird and playing it really safe. The only suggestion I can provide based on what you've described is to sack the city and leave an army near it as reinforcement so that the AI feel safe enough to attack and take the city.
We are aware of that first issue and will be fixed in the next major update. The issue with the CTD, however, I cannot replicate on my end.
@COREEENAVIRUS
Some AI factions are intended to start with some of the characters (can be changed through MCT). The issue with two Viscounts being spawned for Louen will be fixed in the next major update.
@mike1mike2mike1
We'll get it fixed. Thanks for reporting!
Done. Thanks for the translation!
He's the special character you can get by completing the event chain for Sheerargetru's campaign.
@Lupus Sacerdos
You did nothing wrong, that's how its supposed to go.
Don't know, I don't use Radious.
No changes needed to be made but updated the mod anyway.
We're still a ways away from finishing off the new faction, so some of the bugs and changes mentioned here will be released alongside that update.
Not sure if anything is broken but I will update this and my other mods as soon as I can.
I don't really use that mod but I probably can't do anything about that on my side based on what you've described.
i do have a request, not sure if i should ask you or cpecific, i use specific's trait manager and all the traits from this mod kind of makes a mess in the manager, for instance when i click the heroes tab non of your heroes (LL, LH) get selected, also non of the traits are grouped, for example i think there is like 5 brenner (pretty sure it was him) traits (defeat, discover...) and they each show up as a single entity. all of this just makes it a little chaotic for my various uses. if its possible could you fix this, and if this is not on your end please let me know and i will ask cpecific
kind regards
you'd need to edit Cataph' TEB mod for that, my mod just reuses the tables from that without overriding them in order to avoid compatibility issues.
Yep, that's pretty much it. You can also change the unit cap column in "main_units" to -1 if you want uncapped Legionary units. Glad you're enjoying the mod!
@Ramayana
Bannaga is only mentioned to work with Cathay (and Ind) due to the good pork/meat they have in those lands, but we might expand him to more factions later on.
Have you tried forcing steam to update the mod? Can't replicate it on my end so might just be an update that failed to install.
Failed to load mod: [script\campaign\mod\scehr_hol_characters_ancillaries_entries.lua]
Failed to load mod: [script\campaign\mod\scehr_hol_characters_buildings_entries.lua]
Failed to load mod: [script\campaign\mod\scehr_hol_characters_regions_entries.lua]
Failed to load mod: [script\campaign\mod\scehr_hol_main.lua]
Failed to load mod: [script\campaign\mod\scehr_lib.lua]
We might adjust some of Sheerargetru's campaign buffs down the line, but he is supposed to have a stronger economy from cults compared to Kairos. As for the Flying Fortress, its a one-time per battle unit that is only present for a few seconds so it balances out. Thanks for the feedback!
@TToKKang
Thanks, much appreciated!
Other than that, I dunno. Beeeg Flying Fortess looks impressive and can do 400-500 kills, but that's no more busted than an archmage on a birb getting off a good Fiery Convocation. Nobody else has blatantly busted mechanics either, as far as I can see.
Which lords/heroes in particular are you referring to?
XXX Lorenzo Begin XXX
* killing character with cqi [1353] (this character has no military force)
create_force_with_general() called:
faction_key: mixer_teb_luccini
unit_list: wh_main_emp_art_mortar,wh_dlc04_emp_cav_knights_blazing_sun_0,wh_main_emp_inf_swordsmen,wh_main_emp_inf_swordsmen,wh_main_emp_inf_spearmen_1,wh_main_emp_inf_crossbowmen,wh_main_emp_inf_crossbowmen,teb_tank,teb_kotrs
region_key: wh3_main_combi_region_luccini
x: 517
y: 409
agent_type: general
agent_subtype: lorenzo_lupo
forename: names_name_444473
clan_name:
family_name: names_name_444474
other_name:
id: 54
make_faction_leader: true
force_diplomatic_discovery: false
This is where the script crashes. I do have a lot of other mods present so it's hard to troubleshoot individually, just wondering if there are any known conflicts or suggestions of what might be breaking down based on this stop point and whatever the following execution might be? Crash stops if mod removed.
Unfortunately, no. His turn to the dark side happened long before these events so he is pretty much beyond saving.
Hope you enjoyed those events in the campaign, though!
Is it possible to save Crown-Prince Wolfgang Holswig-Abanauer? I really did not want to loose them to chaos in my campaign. I am just confused because he has a very thought-out skill tree, so I felt that maybe I was missing something. I made sure to do all the quests before the events came. I have Landmarks of Legend also installed, if that helps.
Fantastic mod, thank you and the team for putting time into it!
You can find them in the mod if you open it up with RPFM.
@Jill Stingray
Yes, but you can disable the Luthor buffs with MCT.
We're looking at fixing that soon.
@jedi7000nathan/sevenbillionjedi
Can't think of any, try again with a smaller modlist. Most campaign-related mods should say whether it is compatible with TOW or not.