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And, as for the interest of merging... idk? I don't really have any strong opinions about it either way.
Out of interest, since I haven't really had the pleasure of trying chaos and welfs out to much myself, would it be desirable, if I merged the forest/fortress and altar/outpost mods into one? I am trying to cut down unnecessary mod clutter from 6.0 and onwards.
Progression icon is fine, I have that in my 150 mod list too.
I will check chaos in a few hours, as I did my test with welfs.
Any chance you are using SFO or some other kind of overhaul? I know from other feedbacks, that SFO also fiddles with resource buildings, but I could do something for mine to override theirs.
And, while I haven't tested it yet, looking at the list is already giving me an idea where I went wrong. I didn't realize before that I needed Frontier Forests *and* Outposts, I misinterpreted the explanation on the mod descriptions that it was an either or type of deal. Thanks so much for the help!
Lets figure this one out, I believe you wish you keep my custom resources right?
Make sure you have Resourceful Purpose (for the resources and all other benefits),
Frontier Forests & Fortresses Everywhere - Tier Five (to be able to actually build the colony buildings to tier 5),
Frontier Outposts - Tier Five Colonies & Altars (To go tier 5 with outpost buildings) and lastly, Infrastructure - Tier Five Colonies & Altars With Custom Resources (to actually add custom resources to those buildings from RP).
This is probably just as confusing, so I'll see if I can't merge some of the mods going forward, as I usually discored a way to integrate submods for my Armourygeddon series, that I hope can applied to this series, as it is currently to complicated with all these options imo.
If I may ask, what's the order that you put Resource Purpose and tier 5 mods in when testing? It's not listed anywhere, but I seriously doubt there is not some strangeness possible by loading them in the incorrect order, which makes it a little annoying that the correct order is not written down.
I am pretty sure we are talking about the same thing, where I was initially unable to find the effect that loses raw materials. It was a long time ago, so I'll give it another look tomorrow, maybe they updated it, so I can find what I am looking for.
I'll take a look at the gems too.
It will be a while though, as I am about to hit the sack, but thanks for reporting it in.
I have taken some screen shots, to summarise what I found:
1) Obsidian and Marble,They seem to have the Base game's conditional effects from T1-T3 (in the base game all resource buildings exist only exist as a T3 building)
2) Wood and Iron, At T1 they have a conditional Armaments gain if you have the resources (I assume from the base game). However at T2 & T3 they lose the condition and simply give Armaments as part of their effect for no apparent loss of Raw Materials
3) The Gem building has a Raw Material cost which grants extra gold, for T2 & T3 both the material cost and the bonus gold disappear from the building chain.
There is 1 effect, that I was never able to find in the RPFM tables, its shown on the first tier which is also vanilla, the rest are lacking it but have the rest, the one with the red debuff text.
Is it that one?
Make sure you have the required mod installed too.
Don't suppose you have a screenshot of what you have found? :)
1 - Only the dwarves and elves would get those benefits respectively, which seemed a little unfair imo.
2 - I got a really big mod in the works since april, which I am releasing soonish, which does something completely new with resources and adds a ton of factional resources too.
They touch the same tables, so it might cause crashes. If not crashing, then the above placed one would supercede the other in those instances where the same values are changed, the rest would probably stack and make for powerful results.
Hope that helps. :)
Attrition traits are usually snow, chaos, any corrpution, sea, vampire themed etc.
I initially wanted it to be factionwide with a lot smaller values.
Lets say you own Lyonesse in Bretonnia, you build the pasture to tier 3 and are besieged by N'Kari, then you get -30% attrition, meaning you take 30% less dmg pr. turn. Should N'Kari besiege the neighbouring province, which does not have pastures, that province will have no attrition benefit.
Hope that somewhat clarifies it. :)
Does it mean if i own Spices and Wine i get like 50 % Siege Attrition less?
Couple that with the AI Buffs and this will be like 100 %
Chaos Dwarfs will now receive the same benefits as others, with their brand new tier 1-3 buildings for iron, gems, marble, timber and obsidian, that I just added to the Eviltide Trade mod.
Some of them I kept for further feedback, as I feel they are kinda hard to come by in bulk, like Obsidian, Gems, Ivory etc.
@lethery - I can make variations if people ask for it, but for now, I think this one pretty much hits the sweet spot. I just need to see the scale of supplies when under siege, might have to downscale that amount.
@iDon'tSpeakRussian! - Don't worry, the gold idol production comes from my "Eviltide Trade" mod and not this. I also edited both mods to be compatible, as their were conflicting tables before I released it.
KEEP UP THE GOOD WORK!!!!
Your suggestions is the low tier version to the exact numbers. I will change these numbers as I agree with your suggestions. Was pretty hard to balance once I noticed the stacking.
Really good point on the base weapon dmg, did not even consider that, I just purely wen't for the Lord defeat trait of +2 +2. But yes base weapon is brilliant and goes well with the initial idea as you say with better weapons, not skill.
I had different variants for dwarf tier 4, but it seemed to powerfull compared to how strong they already are, so their tier 4 is a complete mirror of tier 3, no difference other than the vanilla values for income and resource amounts (untouched).
Updating this later, as I am about to head out for a bit. Thx for the feedback!
Armour: 1 -> 1 -> 2 (all armies).
Melee Attack: 1 -> 1 -> 2 (all armies). this should change to base weapon damage instead of melee attack just to be more in line and make sense, better weapons cuts better, they don't make the user better at fighting they make their attacks more powerfull
Pottery - Tiers
Construction Time for All Buildings: -5% -> -8% -> -10% (factionwide). should be 2%-3%-5% , the reason is the same as marble though if u keep it as what it is, it shouldn't be as OP as that marble as it has a limit of minimum 1 turn for construction in the game
Wine - Tiers
Public Order: 1 -> 1 -> 2 (factionwide). should be 0-0-1
Diplomatic Relations With All Factions: 5 -> 8 -> 10 (factionwide). should be 2-3-5
as 2 factionwide PO is too much the same goes for 10 DR with all factions
Marble - Tiers
Construction Cost for Province Capitol/Settlement: -5% -> -8% -> -10% (factionwide). should be 2%-3%-5%
Construction Cost for All Buildings: -5% -> -8% -> -10% (factionwide). should be 2%-3%-5%
the same goes for above as I think 10% is too much ( u know these think stacks and way too fast lead to free or very cheap building when combine with lord traits, skills and technologies