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1. Ice Court Contacts.
"This man's sister is part of the Ice Court and despite that hasn't abandoned her famililial loyalties."
This caravan starts with an ice guard and 2 snow leopard units to go with 4 spear cossars and the caravan master.
+10 defense for all ice court units or +5 defense for all units or perhaps 5% ward save or something.
2. Devout Servant of The Orthodoxy.
"Due to his incredible piety this man was able to convince the Cult of Ursun to aid him."
This caravan starts with a patriarch and 4 units of varying kossar cavalry and 1 unit of Orthodox Cavalry, it's a 100% cavalry army. +10 leadership for kislev units
3. I don't have any flavor text ideas for this one but it would be an army with a hag witch and a couple units of things in the wood or another unit you feel is appropriate.
Thank you so much for making such an awesome mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3349772812
Now I haven't played Cathay yet, so is that a vanilla oversight and your mod uses some generic caravan roster?
get_random_ancillary_key_for_faction() has nothing to do with finishing a caravan and works with errors since 4.1 (it is a vanilla function)
ERROR: get_random_ancillary_key_for_faction() called with category [enchanted_item] and rarity [common] for faction [wh3_dlc25_dwf_malakai] but no equippable ancillaries could be found. Will return one at random.
Then it tries to do that 4-5 times in a row in script log, but eventually fails and i do not get the items. Hope this helps, thanks again for the mods
Anyway, caravans for Kislev and Southern realms are disabled for AI by default, but you can turn them on/off in MCT for every supported race
Main mod: 8 factions = 100% represent the total = 12,5 % for each of the 8 factions
This submod: 5 factions (avg) = 5 extra factions à 12,5% = 52,5%
= APPROX. 50% MORE than the main mod alone. YouseewhatI'msayin'?
(BTW I didn't put the math there because I think you can't do it, i put it there for clarification what I mean, and maybe a bit to see if I could still do it, I'm old HAHAHAHA)
assuming the performance impact of activating this submod's main mod "Old World Caravans" is 100% (due to new armies being added that would otherwise not be there, which move around, get involved in fights etc. and therefore affact end turn times like any other army on the map), how much percent would we roughly land at when this submod is activated?
Just curious if it's more like 115% or more like 140% or whatever.... <3