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I did notice after I wrote my feedback that in TW3 (at least for Kislev infantry did not check all the other factions/units) the upkeep is 1/4 of the recruitment cost. So if you decide to change the cost, it would be consistent to keep with this. So the Spear + Shield would be for example (550/138).
However, with some more experience with your mod. I would suggest that you maybe even make the Spear + Shield a bit more expensive for example (575/144) or (600/150). My reason with this is that the basic Kislev roster lack a Spear + Shield unit. It is either Anti-large without shield (Kislevite Warriors/Kossars with Spear/Ice Guard with Glaives) or Shield without Spear (Armoured Kossars/Tzar Guard). And the combination of Shield + Anti-Large + Charge Defence Against Large Foes on a front line unit is just really strong in the Kislev roster.
Thank you, and a happy new year to you too!
Will push an update in a bit.
Happy new year!
However, I have a question regarding the units upkeep in the Immortal Empires campaign. The Standard Warrior unit starts at (500/125). But, Sword + Shield is (550/120) and Spear + Shield is (600/115). Should the Sword and Spear units not be more expensive in terms off upkeep? After all, they are more expensive upfront.
The units, in the Immortal Empires, are well balanced between themselves in stats and function. Such a great side grade choices. But, if I may add a bit of feedback on the unit cost. If we base the cost on the standard Warriors (500/125) the Sword + Shield could in my humble opinion be the same cost (500/125). The Spear + Shield is a strong unit that I often use all the time as a front line unit. So it should cost a bit more then the standard one and the Sword + Shield variant. I suggest (550/130). I hope this nitpicking feedback is received well. Ones again, fantastic work.
As for the submod is a no for me, as I don't like the idea of these units using a bayonet melee animation and I also had multiple bad experiences with submods depending on custom animations mods from other modders, because if the other modder goes AWOL I can't fix the submod nor the main mod since I don't make custom animations.
Of course I'm just talking in general, I don't have anything against Snek and his awesome mods.
Unsubbing and resubbing should fix that, but make sure that you don't have other mods enabled while testing.
I would still recommend to get the DLC to avoid any possible problem, though.
Will adjust.
As it stated in the "SFO/Radious ecc. ?" question in the QA section of this mod's description I don't make SFO/Radious or any other similar big overhaul submods.
Break a leg
Generally speaking I'm also trash with the game so I'm not exactly the best person to ask such things.
To properly mimic Pistolier/Outrider units I should make new custom models that should look more like Kislevite nobles than normal warriors.
Maybe for an another mod, we'll see.
A new modder with graphic designer experience would be happily welcomed (there is always a need for experienced unit card submodders), and this community could always use more modders like r1kko and Aquizar.
Consider joining Da Modding Den and learn about modding if you are able.
https://discord.com/invite/sW49MnP
In fact: if there is a common ground where my haters and fans could shake their hands in agreement is that I tend to make HORRIBLE unit cards.
This has been the case since I started modding back in WH 2 and a constant for me and my content as a whole.
Which is also why I have accepted various reworked unit card from the fans in the past.
This time I think I'll have to politely refuse, though.
Don't take it personally, but with this mod in particular I REALLY tried my best to get some vanilla looking unit cards and not the usual "sorry excuse for a unit card" that I usually tend to make and I'm really happy with the final result.
I just can't stomach the idea of losing literally the best looking cards I made since I started modding, sorry.
Nukes are Ikit's exclusive property
On a serious note: no jokes relating to real life drama stuff, politics, religion, hate stuff and similar stuff, please.
I don't like to see any of that in my comment sections and I will moderate if I have to.
In fact I like to keep my comment section clean from anything that does not concern the mods.
kislevite militia (with nuclear weapons) ?
Really do like the Kislevite Handgunners and their vanilla like unit card though
If you want round shields only and you are mainly interested in Kislevite Warriors (Sword & Shield) may I suggest you to use Orendiz's mod instead?
I could always try to kitbash "new" axes from other factions but the final result may not look very "Kislevite".
@Soppy I get what you are saying, but I pretty much went through all the trouble of repositioning and resizing those Kossar shields to fit those custom models better, so I don't really like the idea of scrapping them for other shields.
On top of that I would also be forced to remake the unit cards that display said shields.
Sorry for the sudden rebranding of this mod, but I was working on a separate mod featuring other Kislevite Warrior themed units and just before release I kinda realized that the mod would have been kinda redundant as standalone, hence why I decided to just scrap the new mod and incorporate its content into this one.
This may result in some of you being now frustrated since you originally came here just for Kislevite Warriors with rifles, which is something that I completely understand and I'm sorry for: >>*if you don't feel like using this mod anymore, know that I do understand and you don't need to feel bad about it.*<<
Do also note (I have no idea about it) that there is a chance that the amount of changes occured with the latest update may not be save compatible, so if I managed to bork your save sorry again.
Alas, this is yet another episode of me being a big dum dum (as per usual)
In battle everything seems fine until the unit performs a specific kill animation tied to its animation set, let's say a grab animation.
The victim of this animation should be placed into the monster's hand but it's not.
Said victim is now flying a few meters close to your monster and it's being killed by an invisibile force while your monster is grabbing the air.
I had to scale down the custom models to fit the Handgunner's skeleton to which that specific animation Is tied.
Increasing the custom models size with this animation set would only lead to more visual bugs.
Manually resizing stuff with RPFM Is generally fine but since specific animations were made to work best with specific sizes, the more you manually increase the size the worst the final result will be.