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@Ty of Troy, I believe in the RPFM you can check the battle entities table and land units table(?)
2yoyo86 Must be from a recent patch. I'll check it once I graduate from the Army. Thank you.
If you want to do it ahead while waiting then feel free to! I believe all you gotta do is enter the faction ID/code for the units under "units_allowed" or something like that using RPFM.
@Legenda VR, I'll revise this soon around the 30th of May. Thank you!
Refined the look of Sacred Scythe and Ravens' capes.
WiP (arranged by priority):
Footknights of the Black Rose (Swords)
Footknights of the Black Rose (Greatswords)
Knights of the Raven
Mounted Huntsmen
Change animation for Repeater Handgunners and Ironsides.
@Blood Mother, yes, I'll be making 2 footknight variants. Greatswords and swords.
@alex_vespe and @Rudi van Vonvolkvan, yes, the entire building chain for recruitment have been changed for 5.0 like how Imperial Academy has been removed. I still need to check if the landmarks are still there or if there are new landmarks.
I only had time to play briefly. But I thought I was trippin' as Wissenland, because I'm pretty sure the third standard recruiting building was just entirely different - and I think the stables missed tier 5, or possibly even 4 and 5. There was no forge/gunsmith/armoury and also no lvl4&5, instead there's a gunpowder units specific chain now. It might be Wissenland only.
But so where are all the forge-recruitable units? Are they litarally all unrecruitable, whether vanilla or modded heritage, until somebody mods the building back or all the mods adjust?? Or is this only for Wissenland, who had the time to check it out? Appreciate you guys Thx <3
@Everyone, I am currently recovering from ttx poisoning and will be discharged soon. I can update this mod but in terms of modifying anything, I can't do it for now. Hospital WiFi is slow so please bear with me as my copy is currently patching. Thanks!
In the meantime, I do hope someone is able to create a MCT toggle plugin for this. Thanks!
I just want to mention one thing though, I read that you were planning to introduce cavalry? My suggestion would be to make it a separate mod, especially if you cannot disable with MCT. The reason being that Graetors Knightly Orders is already a very popular mod and mainly covers the cavalry already. Personally I don't mind that a few units overlap but I don't think it should overlap anymore, I think this mod should solely stick to infantry and maybe have a separate mod for cavalry.
I really enjoy this mod but also love Graetor's mod, especially because he has added grandmasters.
MOD UPDATED:
- Introduced Empire Footknights (Greatswords)
- Introduced Reiksguard Demigryph Knights
- WiP Empire Footknights (Handgunners)
- WiP Huntsmen Pistols
- WiP Knights of the Raven
- WiP Knights of the Sacred Scythe
May I please request you to consider making a compatibility patch for rhe Graetor's Empire Knightly Orders mod? Some of the units are overlapping :( His mod supports the MCT, but I can't disable all of doubles :(
OR, would you please consider introducing the MCT support for your own mod, making it possible to disable certain units to avoid duplication..?
Thx in advance! ;)