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glitchy [i.imgur.com]
Works great with the "Conquest: 1066 Campaign" mod. Would be even more awesome if you did a special version for the hand full of units it adds.
I wouldnt mind learning how to do it myself, i just dont even know where to start from
BTW having watched "The final Kingdom" well up to the final season, that gives me reason to consider finally trying the game.
Moving up the load order means it will load last....... makes perfect sense :D
Yup I can read your instructions on how to place this mod within the mod manager.....
https://i.postimg.cc/5yPZJT6c/Mods.png
I assume that the above looks as it should...?
I have not played this game, never mind any mods, since I bought it way back. So decided to start with the Radious mod and then this added, for a little flavour :)
The reason I ask about the load order is that I have been used to games where the last mod loaded will overwrite the previous, if he files are the same. However I get the impression if this mod has to be loaded first then its files will be used and any subsequent mod with the same files will be ignored, at least those files that are the same...?
If this mod was used as a standalone mod is that also ok..?
If you are discussing my other overhaul mod, start a "Discussion" behind the main page. It sounds like I need to run a longer campaign. Loyalties should not start below 2 according to the settings I made, so there must be something interfering with this.
While using 100% matched combat/cinematic combat mods, if a unit charges into another one which is in a formation you added (such as phalanx or shield wall) they just stand there and nothing happens, its probably due to the cinematic combat mod
The abilities "rapid advance" and "long shot" dont do anything, no matter how many times i press the button.
I added the missiles to projectiles table back in and the 4 shot types work for me.
Finally, the walls are now set to be only 8% stronger than Vanilla. A wood wall should collapse in 5-6 shots. Note that the gates have immense HP per game rules. I think it gives the defenders a chance as they keep their cow dung pots and towers for longer.
it also seems like the quick fire ability for the catapults does not work in both mods (this one and the shieldwall version)
the no damage to walls still persists.
i think the melee and horse units work properly tho
Secondly I am incredibly impressed! you have genuinely made my day! i have ALWAYS loved shieldwall for its historical authenticity but these new formations (such as an actual shield wall lol) make the battles very intriguing and realistic! I absolutely love that archers and catapults can now reload, makes a lot of sense!
overall very good job, i am very grateful!
also i wanted to ask if the ai is also able to use the abilites (sorry, i'm not knowledgeable)?
Wall damage: I can reduce their strength, but they are already at about 50% of Vanilla for wood. Stone is still strong. What were you firing at?
I might try this out once I go back to the TOB Shieldwall mod.