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They do not stalk automatically, as I preferred it being an option, not a forced ability. You can pick the stalking stance in the stance menu like any other stances for above mentioned factions.
-5 -> -10 -> -15
to
-4 -> -6 -> -8
Here try these for caravan and convoy, rest is in description:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3139546415
It's from "IDon'tSpeakRussian"
Got to say that thing with adding troops to the caravan looks pretty dope as a feature.
I recently renabled alot of my mods and if I would take a guess it might be one of the old caravan mods like this one : https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2963546457
Since I changed to a newer recruit / unit exchange caravan mod.
So maybe don't use outdated Chorf mechanics mods I guess?
Rebel stacks normally have a small pool of units to chose from, now they have them all, curios to hear/see the results. Can remove rors & labs if too powerful.
Happy gaming.
At this point I can only think of some kind of mod conflict with the Chorfs for you and "NorscanWarlord" who mentioned it on one of the other variants.
I am experiencing CTDs when playing as Chorfs with this mod just as the battle is loading during manual.
Never happened when playing as Empire, Dwarfes etc etc.
I have read the "Relevant Compatable/incompatable Mods and acted accordingly aswell as trying to find what can be conflicting but at this point I am unsure. Tried for about 3 h with enabel/disable relevant mods
I hope this helps somewhat in detail.
I will not make the trash units of mentioned factions go back to vanilla, but numbers will be made less and more sensical. You have to keep in mind, that I did this to resemble some of those factions being described as countless and to balance out, that a lot of factions get bonuses via formation abilities that these mass/horde factions do not.
I initially removed high tier units, so I think Norscans will be lowered the most, just enough to make them a viable nuisance for Empire to deal with. Skaven and gobbo trash will be kept the highest and orc trash lower than those.
Zombie/skeleton trash will end up with similar numbers to skaven/gobbo. But yeah no more 300+ when I get around to change this soonish, hopefully. Thank you for your patience.
-Fixed ROR upscaled prices.
-Added phalanx formation to Kislevite warriors.
-Fixing "Grudge" units tomorrow.
-Bug that I noticed after quite a while, is that flame cannons fire 6 projectiles from each cannon pr. shot, this is a vanilla bug and I have no idea if it has been reported or not, but hopefully it has and gets fixed either by CA or community bug fix mod. My new firing mode is obviously OP as it is not intended with 6 projectiles.
-Dwarf crossbow ammo does not currently show the name, but it works as intended, trying to fix this missing part.
-Mod has been rebuild due to massive changes in the files alongside the ToD release.
-DLC units has been added with values and abilities from this mod, like fly speed, acceleration/turn rate, bullet penetration, muzzle velocity, marksmanship and so much more.
-Added 2 new firing modes, first one is "Dragon Breath" to the Dark Elves ballista/repeater, that I randomly came across in the lore, which is apparently vials with a green liquid bursting in green flames to devastating effect when fired from their ships etc. I tried to replicate this, and it is devastating.
Hopefully soon.
This is Sir mod that I use:
Frontier Explorers - IE Sealanes & Trade Networks
Infrastructure - Tier Four & Five Greenline With Custom Resources
Tier Four & Five Settlements For Vanilla Factions - Compilation
Resource Panel Fix
Resourceful Purpose - Compilation
Slave Labour - Quick Construction
all the mod is working fine when I add this one, it become crash. Any idea Sir @Ragnarok?
This should make siege engines be constructed faster and in bulk by AI and player alike.
I removed all phalanx/shieldwall formations for ranged units which seems to have fixed this issue.
Check all the new changes/additions etc. in the changelog.
But yeah, so this mod adds a lot of custom firing options for ranged units and the first one on each unit is always the vanilla one, rest is custom, to add some semi realistic/thematic fun to your campaign. ;)
2nd option is the piercing shot with a range of 75, this is an option I made and the shorter range is due to the higher piercing damage, as it would lose momentum over long distances and to keep the vanilla shot valid for long range purpose and quicker rate of fire.
Its the same for each mod.
3 salvos did 2.5k damage shooting at the front of the enemy unit.
Rank 9 melted the goblin unit.
I would assume you have another mod doing similar stuff, but maybe this mod is not for you, as I will grant you that vanilla thunderers are like gatling guns and a lot of people prefer that, which is fair. :)
I changed the values and tested it, thunderers rank 0 melted a goblin unit from the front despite the goblins having more health as well from double unit size.
Rank 9 tunderers are routing the goblins in a few salvos.
I downscaled this to showcase the poor aim of raw recruits as known by history. Granted this is fantasy, but I really liked how obvious the results were as a unit increased in rank, thus veterans mattered as I state.
I do acknowledge though that this seems to difficult for some to play with or around, caring for the troops to become true elite veterans and even "cheat" with experience levels via tech, buildings, auto results and lord/hero skills granting easy rank ups when recruiting.
I have however upscaled it a tiny bit on all versions of the mod. Tested it and ranged veterancy won't matter as much anymore.
I can't replicate your example in the last paragraph at all unfortunately. I am currently 80+ turns into a test campaign and have not experienced anything like that.