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Hmm. I wonder how you did it.
Could be lucky with the draw.
Will be eagerly awaiting updates
@GK The mod does not work well (or at all) with the "SFO" mod. I'll take a look when I can, but it seems that this mod changes quite a few things, and I'm not sure if I can find the compatibility issue(s).
⚠️Information:
A major update is in the works. It should fix as many bugs as possible and add 2–3 new disasters. However, I'm not working exclusively on this mod, so please be patient regarding the release date.
The Wild Hunt scenario isn't spawning armies. Messages just appear, but no armies show up.
In CMT, everything is set by default. In the early days, it was possible for AI to successfully flash the 500 difficulty option, but since 2025, it has not been possible, no matter how it is set
The difficulty coefficient of the natural disaster that came out is only 200, which is too low for 8 teams to be fully staffed.
@GK Hello, what invasions did you use ? Have you thought about saving the difficulty modification ?
for anyone looking english translation find it here:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3429842798
Also i think whats causing the script break on opening the MCT panel is this line in the settings menu
setup_automatic_difficulty(context:mct():get_mod_by_key("dynamic_disasters"):get_option_by_key("dynamic_disasters_automatic_difficulty_enable"):get_selected_setting());
should instead be
setup_automatic_difficulty(context:mct():get_mod_by_key("dynamic_disasters_reloaded"):get_option_by_key("dynamic_disasters_automatic_difficulty_enable"):get_selected_setting());
otherwise its trying to find a option that doesnt exist which is what bricks the scripts
More seriously, yes, it's normal. It's even an invasion that was worked on with my campaign army sets, so they're quite serious, more so than if the game chose the invasion armies itself.
抄啥不好抄混沌魔域机制,你看那个B模式有人玩吗
Zhatan the Black, upon reaching level 15 and 25+ turns, after the appearance of the next storyline battle. When playing any battle manually, all story missions begin to be duplicated on the next turn.
Tested with only one of your included mods.
If you could fix this bug, that would be perfect.
Oddly I didn't play the campaign itslef, I actually played IEE.
But activation itself was enough to mess with Imrik quests
Afterwards, it's possible that sometimes triggers and sometimes doesn't trigger, perhaps. It's weird because we never encounter the problems on our end. We find obvious bugs when we test the new invasions, but there's nothing that literally affects the quest, so it's difficult to explain. Look at the list a little further down in the messages, or on the previous page, there's a list of third-party mods that cause problems.
Afterwards, once again, nothing is impossible that it comes from the mod, but it's very difficult to reproduce, like everything reported for the quests, so frankly, we don't know , it's just incompatibilities apparently.
I had no troubles before.
It might be another mod or some problems with mod compatibility.