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How would this fare in terms of balancing when added with a big overhaul mod like sfo ?
sorry if this is an annoying question
https://www.youtube.com/watch?v=SWkLQXZW92A
Otherwise, it's a fantastic edition to my modlist. I appreciate your work on this. Thank you!
I'll see if I can do anything about Aranessa though.
But if by fatigue that is no longer there, then of course not, if I can remove this debuff.
I will update the Ramparts series here tomorrow first thing.
Then my sensical garrisons, infrastructure and lastly sea nodes before going back to add more to the different mods.
So tomorrow if no big hurdles like the mechanics mentioned above.
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.
I do plan to nerf all the artillery options when I have the time though. Bit to powerful combinations despite being vanilla values.
-5 -> -10 -> -15
to
-4 -> -6 -> -8
Thanks mate.
Perhaps it's been a while since you did this DB file or the newest patch broke something but yeah, hope that helps you understand I am not sure how many units could potentially be effected so... I'll be quiet now!
DB > Missile_weapons_tables > rags custom ramparts modifiers > entry 50 which is "wh3_dlc23_chd_veh_magma_cannon_ball_primary".
On this row, you have "use secondary ammo pool" ticked/checked. (not sure why?)
Since unticking/unchecking this option, saving the file, booting back into the game, the magma cannon fires as normal perfectly fine. With it checked, it simply doesn't fire.
I refer directly to the unit: "wh3_dlc23_chd_veh_magma_cannon" which yes, is a chaos dwarf artillery unit
Maybe I shall post a screenshot it will be easier to explain 😂. With the fatigue system I don't mean remove it, I just mean remove it showing 5 different icons on a unit card 😅. I'll look into it. You do great work Rag the magma cannon thing was just a bug report lol.
I don't think it's a buff, it's not that you've added ammo or a secondary ammo to it it's just got a projectile listed for the magma ball projectile that has a check box to "use secondary ammo", which is thus in turn breaking that unit stopping it from firing as it only uses primary ammo 1/2
I plan to remove charge effect again as it is redundant, but fatigue stays, that said however, you can just delete all the tables named "fatigue" and its gone on your end.
From what I have seen, you are much better at rpfm than you let on, pretty damn sure you could mod if you wanted to.
Oh I fixed it...LOL. I opened up RPFM and saw that in "missile_weapons_tables" the magma cannon ball "primary" projectile was ticked to use "secondary ammo" (?) so once I disabled that...boom, cannons returned to normal firing perfectly again.
I am not advanced enough to know why you ticked that box for the primary projectile to use secondary ammo but...disabling it fixed my issue and hasn't upset anything else since so *shrug* lol. When you get back I'm sure you'll enlighten me haha but for now, it's all back to normal
Also I don't really understand the charge effect icon seeing as it seems to be always present on every unit all the time in it's stats panel (campaign or battle) and it just says "unit is charging". Not sure if it's broken or how it's meant to be but I wouldn't mind these icons being off, if possible :)
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.
I looked for similar stuff in the Zhatan beginner battle finding nothing and played it 3 times from start to end just to make sure, worked fine.
If not a seperate formation mod or unit mod making the conflict, perhaps try and fight the first battle, save the game and add this mod and see if it happens in other battles. Not really sure what to look for since it does not prompt a crash error message for you, just wondering.
You can always try the old unsub/resub or rearrange load order, even though the latter usually don't do much for my mods the way I do them.
The units in this battle isn't really touched by this mod either except a single formation for a Dwarf regiment.
Incompatabilities I would have guessed on formation mods, unit mods or perhaps other ranged options mods, but again I haven't added any for Chorfs. I am at a loss
@thetrooper - I tried a bunch of work arounds, but for some reason the iron hail gunners just won't shhot, so I removed their ammo variants for now, so that they are atleast able to shoot.
Thanks for the feedback fellas.