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My apologies! I had completely skipped over adding them to the buildings. Should be good now
@Lovering
I won't personally be making that, but it would be fairly easy for someone to do on their own.
Make sure you have the required mod enabled. Once you do, you should see an option to recruit locally for the WoC factions. Naturally, you'll need to have the required buildings built.
No current plans to, as I feel it would just cause unnecessary bloat to my workshop. If people want to disable certain things, they are more than welcome to on their own. Doing so using RPFM would be quite easy, even for a beginner.
Let's drop theory for practical advice. If you use WH3MM from github.com (do it, in any case!) then it has a function which lets you do what you want: In the same row where this mod is, click the "settings" icon on the rigfht hand side. Remove checkmarks for units you want to "throw out" - TADAAA! Hope that helps <3
It would just requiring the Khorne comp, and just hides units from recruiting. Oh, and if AI factions would actually recruit from it noticeably that'd be great. Doesn't even sound that simple anymore now, HAHAHA! <3
Sure, I mean if I did a mod that just disables units all made by a well-known modder Trajann, that basically represent a share of the gigantic, well-known "Trajann's Khorne compilation" I'd probably name the mod "Trajann's Khorne compilation LITE" or something like that even. Just because that would work well on all levels to communicate what it is, and who made all the units :)
But yeah, proper crediting should always be the standard here on the workshop, even if it's not as prominent as in the mod title :)
either way love all of your mods & the effort you put into them.
I'll probably work on a frost wyrm variant at some point, as I think it's a really cool unit. And honestly, it's just practice. I've been doing this for more than a year, and in that time I've learned a lot. It's trial and error, try to make a thing, find out you did something wrong, figure out how to fix it, repeat. Practice enough, and you can certainly get to the level of some of the greatest modders on here (Mixu, the Skeleton Crew, Venris etc.)
Not at the moment, no.
@sigmars_disciple
I won't personally be making any sort of alternative to the compilation. People are free to disable whatever they wish within the compilation. If they want to upload their version for others to use, that's perfectly okay, so long as they give credit!
@dusanking2306
Probably not, as I'm not a huge fan of the unit itself.
@UncleDoctor
Beastmen are tricky since they don't recruit normally via buildings. It'd involve using scripts, which is certainly a challenge for someone inexperienced.
How difficult is it to add some of these to the beastmen roster using RPFM? It's not as simple as just changing the units_allowed_tables value and setting what building you can recruit them from.
P.S. Had CTDs 2 days ago with the large comp added on top of 200 compatible (5.0 ready, tested) mods. This problem has disappeared with the last UPD so compat might be as flawless as it was with 4.2.3 again :) Best from Berlin <3
#Brother, due to the truly gigantic scope of your Khorne compilation, I think many mod users would prob love to have a well-curated smaller pack (from your existing units) to give Khorne factions some of your amazing units & characters - for flavor, more unit variety, to strengthen Khorne as a race etc Maybe a fifth or so of the size of the full comp, I'd wager?
I assume you're mostly excited about the creative process of making new units, right? Or would it be interesting for you to make a "Light" or "Redux" version?
New mod from Trajann just dropped.