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It's a good idea, I will try it when I have some freetime !
Thank you very much for your amazing work and mod :)
I had missed updating the spawn locations for Bertrand as the AI when the Old World mod map got updated. I have now updated it so he should spawn correctly now.
Have a good game !
I added 2 more start locations: Forest of Hvargir and Pavona Road
I would consider doing that. Let me look into it.
I really like this mod and I would like to suggest something:
Would it be possible to add a 3rd starting position via MCT option which would be somewhere in the Border Princes please?
Why?
- Because we know that there are supposed to be some Bretonnians in the Border Princes normally, unfortunately ChaosRobie did not place any Bretonnian faction there.
- We know that in the Border Princes it is a mixture of Bretonnian and brigands, mercenaries of all kinds etc
- In the new Games Workshop game The Old World, there is a new Bretonnian Exile's army list, which is more shooting and mercenary/brigand based, that would sort of represent that.
Thank you in any case for this mod which is great.
And no worries if you can't or don't like it, it's just a suggestion :)
Good game for you !
I have updated the mod and you should now be able to build Ruins of Chateau Mal in the Castle Artois region.
Sorry not in this campaign.
You can't sell your last settlement, and you have to sell a settlement that borders the faction you are selling it to. If you want to play as a horde faction you can abandon your last settlement instead.
It didn't take that long to make this submod, maybe 12 hours. Some of that was testing and adding in scripts to select start locations. Most of the original mod was able to transfer over (units, skill trees, buildings, ect.). I did have to somewhat redo the custom tech tree for Bertrand because in The Old World mod Bretonnian factions have way more confederation techs. This probably wouldn't apply to non-Bretonnian factions though because most other factions didn't get any tech tree changes.
Almost all of the faction names are the same as the base game/Mixer so those don't need to be changed. The main changes were faction id numbers (which are different in this mod compared to Mixer) and any references to regions or provinces. Custom factions in Mixer are enabled and spawned through scripts, so you have to re-write those so they line up.
I'm not sure if other authors will port their mods to The Old World mod. It would probably depend on how popular The Old World is, and if the individual authors are interested in it/get enough requests to transfer their mods over.
Modders other than the original authors could theoretically make sub mods that enable the custom factions for The Old World, but it would be respectful to get permission from the authors of those mods first.
I was wondering what ChaosRobie's ideas are to populate the world....
Do you think what you did here will be done by lots of other custom faction mods? I wonder: Would you say that this is something that the respective author(s) of custom factions mods would have to do themselves, or could this be done by other modders? May I ask how long this roughly took to get running?
Sorry for the noobish questions ;) Much love from Berlin <3
He can recruit them from the agent recruitment panel like other agents. He has horde camp mechanics so you can recruit them directly from his army.
He does not.