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
In Game of Thrones there's only a few dragons depending on the timeline it takes place in, in warhammer flying units are not uncommon and pretty much all factions use them, so developing all of them solely for the player while the AI cant use them is quite honestly a waste of our development time and can be better spent on other mechanics for now.
And no, dark elves will not be playable at all.
@Xanbaell I'd say make a save beforehand and see if it changes, i'm not sure if it counts only the regular skeleton tree or includes the others aswell.
@bacon that sounds like a cheats mod being enabled.
@Hydrafireblademaster correct load order as shown on the workshop page? Correct game and tor versions?
@assassinezach510 sounds like d3d issue, check the d3d sticky in discussions.
@Dante 1.2.11 or 1.2.12 game version is fine. All TOR modules are 1.2.11
@deanpatterson07 they might be stuck somewhere, try looking for them with left alt
@FazzeR New update will include Dwarfs and Greenskins, there's more info and screenshots on our moddb devblogs
@Mr.Valentine Your mods are in the wrong load order, please check the screenshot on the workshop page.
i have harmony 2.3.3 first
tw mods second 1.2.11.45697
tor armory 1.7.1.0 third
tor enviroment 1.7.1.0 fourth
tor pre native module 1.7.1.0 fifth
tor core module 1.7.1.0 sixth
tor cor season of doom 1.2.11 seventh
@HuffTheReefer check the d3d sticky post in discussions
@♿ Its loading, gotta wait or do the workaround posted in the workshop page
@Nartorn It wasnt like that in the bretonnia update, no.
But after you selected the spell you can also exit out of the spell wheel and quick cast instead.
was it before like this too?
Did you mean pegasus knights for bretonnia? If so at this moment flying units seem unlikely.
As for the music, do you mean the ambient music on the campaign?
every time I attack an enemy who was running away from me, in battle he immediately leads all the troops to the edge of the map and stands there, huddled together, bandits, cultists and even lords, the only time the AI begins to fight adequately is when he has a two-fold advantage in forces, the rest of the time he leads the troops to the edge of the map and sits there.
As a result, all battles come down to the fact that I chase enemies across the map until they hit the edge of the map, in another mod, enemies are like bandits, if you catch up with them on the global map, they attack in battle even if they have 10 people, and you have 100