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Anyway thanks for the mod! It's a great rework of the Agemouk's mod.
Well the problem is an error on start: Microsoft Visual C++ Runtime Library, Runtime Error! The application has requested the Runtime to terminate it in an unusal way.
So as for my load order i tested it this way:
1. (without sfo and submod) - Unlocker, TKE, MCT - working
2. (with sfo and without subomod) - Unlocker, TKE, MCT, SFO - working but obviously it will be problematic if i start campaign
3. TKE:SFO, Unlocker, TKE, MCT, SFO - above crash
I could not replicate it on my own pc (it worked) but well it is hardly good enough to play TWWH3 so I use GFN.
Dunno the reason (some script?) but if there is slightest chance for fix I would pronounce your glory through all of the Nehekara.
I really hope you will keep this mod up to date. TK is one of my favorite factions and i have wanted to play with this mod forever, but only play SFO. So many thanks!
If they're meant to be elite units they should have more hp per entity rather than just less hp overall.
Like having less hp isn't the problem with them, it's that their entities still have the same hp as normal Ushabti.
Simply put, they lose combat power just as quickly, are meant to be line breakers and they're healed less due to their lower health.
Sundered armour does make them more valuable but tomb kings are not lacking in AP damage.
They are balanced by having less HP and being more rare and harder to obtain then normal Ushabti.
If a tomb king is leading a garrison then they will earn a title.
Sand Snakes will not have the unit set changed to benefit from ancient stone. Dune rider works. The effect even states it benefits Sepulchral Stalkers
Armour: %+n for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units {{tr:rank7}}
Melee attack: %+n for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units {{tr:rank7}}
Physical resistance: %n% for Nehekhara Horsemen, Skeleton Horsemen, Sepulchral Stalkers, Necropolis Knights, Skeleton Chariot and Skeleton Archer Chariot units {{tr:rank7}}
I will take a look at Ushabti Ancients. They are not simple Ushabti with Great Weapons.
You can't actually activate it but you can get it.
Feels like a worse choice for them since they're melee and get more use out of dune rider bonuses.
If they're meant to have less entities then could you atleast buff their hp to be above the bow version?
That message is on purpose.
Try researching the tech that is listed on the building.
Unsub to the mod. Wait for steam to update. Then resub.
wh2_dlc09_effect_force_stat_melee_attack_stalker_necropolis_knight
is tied to the unit set
wh2_dlc09_tmb_stalker_necropolis_knight
That will effect any unit with that unit set. Even units from other mods that are outside TKE/SFO.
Some RORs do not have all the upgrades because some of the upgrades add an ability and those RORs have that ability already.
King Lahmizzash's skill tree is correct. This is how it is in SFO. For reference:
https://totalwarhammerplanner.com/planner/sfo3/tmb_tomb_kings/wh2_dlc09_skill_node_set_tmb_tomb_king_lahmizzash
I will correct the Heirotitan (Colossus Bow) to tier 5.
Ushtabi Ancients are found under the Estate building chain under infrastructure. You should see a effect that references the technology "Clothed in the Divine" that increases Ushabti Ancients cap by 1. I just loaded in with TKE + SFO + Submod only to confirm ingame.