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Thanks in advance!
I think you and some other players may have an exaggerated idea of what Sylvania is actually supposed to look like. But I will look at modulating winter weather a little more.
This is turn 20
I have fury summons
https://i.imgur.com/tBD5C4T.jpeg
kholek does not have fury summons
https://i.imgur.com/b77Vs0v.jpeg
This is turn 21
i dont have fury summons,
https://i.imgur.com/vxOrpnO.jpeg
Kholek does have fury summons
https://i.imgur.com/FRr63Tb.jpeg
@Augustus II - Thanks, we're glad you like it! I would love more immersive features.
@Donut_Warrior - I think it comes out to around 18% of the time that you would get a winter map in that part of the world. It is in fact daytime in Sylvania sometimes, so for me it doesn't seem like an issue.
@majorDebacle - Awesome, good to hear.
For instance it does kind of ruin the dark ambience when fighting as Wisseland against the vampires when the maps at night get turned into bright snowy one's.
Would recommend for Reikland or Cathay though.
@Nukular Power - Thanks!
@cybvep - Definitely plans for further improvements. Agreed that seasonal magic is appealing, but complex to implement with every faction so different in their use of magic. Aware it would be helpful to convey more info with the UI.
@BeNn3r -
@TSS117 - No, certainly not. This mod never causes attrition, only worsens it or weakens it when it is already present.
BTW would it be possible to add a visible calendar in-game?
@Darth Alpharius - Suppose it was just for the undead-related holiday (Witching Night?)
@Some Portuguese Bean - Probably? Certainly submods for overhaul and translation are fine, and any submod that requires this mod to use is unlikely to be objected to. It's hard to promise if I have no idea what you want to do, though. Feel free to add me or explain further in the compatibility thread if need be.
@TheDuke37 - It's on the agenda, no promises on ETA.
@Irradiated Haggis - Adjusting the final number in the following code should change where the seasons start, but if the script is updated in the future, you would have to be sure to update the SFO version to match:
local target = (cm:model():turn_number()%12)+1
@tvilaboa - It should be safe to remove mid-campaign.
Forgive me but I must ask. If I utilized RPFM what would I need to simply remove the battle map skins portion of this mod but keep the functionality of this mod? I would like to utilize the new mod that just came out from John Matrix called Battle Weather Overhaul and this excellent mod together without conflict.
Do you know if it's safe to remove mid-campaign?
Thanks for the consideration Alshua
@Col. Jack O'Neil - I'd like to see about slowing the seasons down, which would have a bonus of making some notifications of upcoming events more feasible, since they would be less spammy. Also looking into a subtle visual cue for the three major lunar holidays on the dial. Once those are implemented I will assess how much further information the player might still need.
@farmerj13 - Absolutely works with Lost World.
@Zerg - I'm curious if that's true or not; your multiplayer campaign might just have a script break or something? SFO compatibility is unfortunately an issue for the SFO submodder (the honorable Col. Jack O'Neill from this thread).