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if you're talking about these ones
it would be impossible to remove them since they affect all of the features in the mod
unit upgrades, rituals etc
i explain why i removed the tech tree in the feature area
anyways apologies if this was explained elsewhere, but is there a way to get your vfx/sfx gunpowder changes standalone?
uve ruined other gunpowder factions for me
He's by far my favourite of the Legendary Lords for the Coast, entirely because he's the only one with no need to map paint, and can thrive entirely off sacking, raiding and pirate coves.
But as it stands, this mod seems to entirely break that gameplay style, because Naval Control requires you to take Ports, and the buildings that allow Coves to be the backbone of your economy have entirely gone. These two things force you into settling territory, and given you only want coastal settlements, you either have to hang around at war with people, go inland for territory you don't want, or spend massive amounts of infamy for Tattered Sails force peace.
Personally, at least for Noctilus, I'd make a Cove building that counts towards Naval Control, and allows Coves to work towards economy. Maybe give his coves 2 slots so he can still use the other buildings.
For Aranessa, will she have human, dwarf and ogre heroes instead of the undead heroes?
I'm loving the ship units as well, it's so cool to have them sailing around and unleashing a broadside :)
And I`ve already tried the resub thingy, I wouldnt bother you if I didnt try the common fixes.
I will try the restarting too later today or tomorrow and give you feedback.
I cannot load a save or start a second campaign/IE game. In both instances it crashes the game after loading till the moddle.
I did not have this issue with your mod prior to the recent patch. Any feedback would be welcome.
What I meant is nanu's pack is basically just a unit pack, if that guy wanna learn how to make a compability patch, that could be his/her fresh start
I can't establish pirate coves with hero's only by attacking/winning a battle?
Am i missing something?
https://ibb.co/nN2kn1qK
I believe compatibility patch can be easily made, since nanu didn't really change anything vanilla
i do have to say, do not play other races with this mod on
things get messy in the files since there are like 4 projectiles for each cannon rider
Sound desync - not sure what that is, if you're saying a shot dosent make a sound that is very possible but i need to know what unit shot it
bullet trails - require vfx quality on ultra
crashes - if its custom game then dont do custom games
if its in the campaign, then i need more details
(Mod was run with the sound pack and without to troubleshoot, no other mods running)
-"Deathship" range reads as 450, but the main guns wouldn't fire until enemies inside 250 range, this was tested at multiple elevations and on a flat field.
-Sound desync issues in a majority of fights while the mod was installed.
-Bullet/arrow trails removed from all factions even though the effect was toggled on.
-multiple crashes when loading into battles as VC, not happening as other races
Fun mod and an interesting direction for VC that's superior to vanilla, but a few bugs to be worked out.
it was made in a time where this mod had no description and it dosent show the current mechanics in the mod
now there is a description and it explains what the mod does
if the many gifs are not enough and you want sound you can look at the videos in
https://www.youtube.com/watch?v=UcHEmvez5NA&ab_channel=nine
5:24 - Mod Review