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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3406330570
https://totalwarwarhammer.fandom.com/wiki/War_coordination
You can construct special Outpost buildings in your ally or vassal's major settlements. This does 3 things:
First, it generates more allegiance with that faction every turn.
Second, it adds some of your faction's units to the garrison of the settlement. This also means you might see an ally's units in your own garrison, meaning there's an ally's outpost there.
Third, it allows you to use Allied Recruitment to recruit some of the ally faction's units. This depends on what is available in the province. Stronger units will cost more Allegiance. Other than Allegiance, these units are essentially free (besides upkeep) and come from their own recruitment capacity.
This is the WH2 version. Open that pack file linked on that page. You will see the same skills.
There will be some minor differences because they do not port like for like. Some of the skills changed how they work from WH2 to WH3, the attrition is one of them.
The only other differences was slightly buffing the air superiority by 1 point or so and allowing that and the undead skills to work on more units.
If you want to make your own port go ahead. I am not wasting my time on more.
Plenty of others enjoy this mod which is as close to the WH2 version as possible.
As for selecting editing, yes the placement was selected to make it easier/quicker for me to do, simple as that.
Yes every faction has Iron claws and imbue undead where they didn't before. Previously they simply had nothing. I have not removed anything, rather I have just not limited it as much as before. No there is nothing to fix and I won't change this. You can now use other factions units with game mechanics which weren't available in WH2, so this benefits that.
This is the 33 skills as from Ash's from WH2
Diplomatic Relations
Monster Slayer
Hard Working
Adrenaline Rush
Adventuring Party
Air Superiority
Alchemist Black Powder
Ammunition Carts
Army Trainer
Survivalist
Ballistic Training
Band of Brothers
Battle Salvager
Dead Eye
Death From Above
Dread
Battle March
Fertility Specialist
Horde Fertility Specialist
Field Informants
Forced March
Guerrilla Warfare
Imbue Undead
Increased Army Patrols
Iron Talons
Magical Focus
Magical Conduit
High Quality Troop Armour
Rapid Fire Training
Rapid Reload
Resistant
Scholar of the Arts
Supply Chain Efficiency
If two skills have the same position, then the data with the higher priority will be shown.
With the update, CA reduced the position numbering to only work up to about 50, any position above that will either cause a crash or just not appear or cause some other funky stuff... seeing as CA use a few places already, it doesn't leave a lot of room for mods to use and feel fairly safe that CA won't suddenly use it.
That also means, multiple skill mods are going to find conflicts because of the lack of spare room. Also some tiers are off limits and other tiers are already pretty full, so moving stuff around really becomes a pain.
Long answer - I had to fix an issue I should have picked up on a while ago, but until now it had not been an issue. With the latest update it became an issue.
The issue is with the placement within the skill tree. Previous to version 4 or 4.something, there are 6-8 tiers (I can't remember without looking). These tiers are the lines.After this there is the position in that tier.
tier 1 a=pos1, b=pos2,
tier 2 d=pos1, e=pos2
tier 3 m=pos1
tier 4 you get the idea...
Now, previously these positions could go up in number to almost whatever you wanted. CA typically use positions 1 - 40 in each of the tiers. So most of us would put in a random high set, starting at 560 for example, or 2190 or whatever really. Just to lower the chances that another mod would happen to use the same set of numbers.
If you switch the load order of both mods in question and start a new campaign with the LL (where you know what skills you had before) it should answer your question for that specific LL bc there is at least an partial incompatibility between the two now.
could you please make legend lord and every lord can use same skill like the 4.3ver?
i also use Singe's skill mods is that a reason?
Your mod now overwrites/replaces almost all of Singe's skills and 3 of Cat's skills (that I'm aware of) for both Elspeth and Karl (did'nt look further).
Basically you paste in one table of data - it spits out all the info you need for 2 separate tables - plus the data for the dubious extra skillpoints submod. So copy/paste 1 table then copy paste 2 (4 if making extra skillpoints submod too) tables and you're all done.
In terms of running with SFO on - I haven't tried, but depending what they have changed, it shouldn't crash... just remember if it does work, nothing in SFO will receive any of the skills etc from this.
Thanks
Thanks for the heads up. I just used the updated "Items" in character_skill_node_set_items_tables. Just copied ones you created for other empire characters. I have not tested, but it should work. Let me know if any of your users say its not working. Ill test it shortly to make sure as well
A few desyncs cropped up which I can only attribute to the fact I had the same node on different characters.
When I went back through the tables from CA and a few other mods, they didn't take this shorter route so I figured there must be another reason for the change, otherwise it just duplicates work.
With the work I did today, I managed to sort out my workflow a lot better with a lot of automation so any future updates will be much quicker. I can simply update one place and have all my tables correctly adjusted
The only downside now is my naming wasn't easy to automate so now it's ugly but as long as CA don't create any new character nodes close to 170 characters, they will be well within a standard 256 limit so I can live with that. The longest they have for now was around 64 or 74 characters.
I've tested this with some of my own mods (and compatibility mods between yours and other modded lords/heroes). Works quite well. I think CA made this change, to make it easier to have shared sets. For example, having a generic or race-specific 'yellow line' combat node set, and then just applying it to multiple characters.
I haven't looked at your mod but you might need to make some amendments sorry.
zz_Ash_33_skills_mixu.pack
The first invalid database record is
mixu_skill_node_Set_Izd_tetto_ekoash_army_training in table
character_skill_node_set_items_tables
and pack file zz_Ash_33_skills_mixu.pack