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I could perhaps make custom garrisons that overrides those from my minor tier mod, but not entirely sure as I would prefer if they were not relying on each other. I will look into when I can.
this feels unintentional.
@Krakenous - I upped the priority of units/heroes etc way above vanilla value in most cases according to their tier. The mod itself should place itself above those mods you mention, but don't know if they changed their stuff in my long abscense.
Should you have a specific example I can reproduce, feel free to shoot it in my direction.
@Pfleger Von Yggdrasill, works on my end, but could be a compatability issue with another mod. Let me know if you figure out which.
I know we have "build your own garrison" mod and even a "recruit units to garrisons" mod but hell...I really wish we had a "select the units you want to form a garrison with, from the buildings that are currently BUILT in that settlement" etc.
I tested it with the Empire (Franz - Sigmar's Heirs) and with Cataph's Southern Realms so far.
Which faction were you testing as?
I tested a lot and it all points to this mod as after I disable it minor settlements return to tier 3 (which I prefer). Is this change intended or a bug or unforeseen ?
Keep being awesome Ragnarok and thanks again for all you do for this game
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3362322875&searchtext=TW+Millennium%3A+Modern+Warfare
Thanks again Ragnarok
It could be doable in theory, but can't promise anything as units simply would not show for me in the mil mod and I have no clue why. Tried pretty much anything and eventually abandoned my tier 4(5 settlement variant of it, as the units would never stick or appear and the same might happen in this case. But I will do some testing and see if it can be done.
Just curious since you said custom factions should be quicker, any chance to get TW Millennium: Modern Warfare added? Your tier 5 settlement works for it, just garrisons get nothing for tier 4 or 5, so would be very much appreciated. Of course if you have other plans first, no worries, figured I would at least ask.
Thanks again and keep up the awesome work
Removing dependancies from custom mods came with a slew of problems, which I finally managed to solve after more than a week of testing etc. Only downside from the Araby mod, is that the female lord won't get garrisons units from her greenline, which is to prefer over many other issues her faction would provide and to keep the dependancy. This issue should not persist for most other modded factions.
More custom factions will be added at a quicker pase, now that I figured out how to do it.
Once in, I will say in comments and under the list of supported mods.
More to come soon!
"The following mods cause a crash to the Database: !!!!!SensicalGarrisons.pack
The first invalid database record is 1995520865 in table building_level_armed_citizenry_junctions_tables and pack file !!!!!SensicalGarrisons.pack.
The application will terminate now."
The units my mod add, has been give really high numbers for lords/heroes going down a bit depending on monster unit/tier, then mechs, cav, inf etc. to ensure garrisons always maintain the most valuable units.
The stuff I need fix are missing ror in garrison names, the order of which the heroes/lords in garrisons get their mounts, as the CA order of 1-4 is not actually proper. Mages on a Pegasus is to prefer as the final form, but it is numbered 1, so I need to swap all those around.
Some garrisons like certain landmarks also have double amount of garrison units added, that needs to be fixed, but not a lot and won't brake game.
It should work, but I am working on updating the rest of my mods including this one, which needs some swap around and a few minor fixes here and there.
I never managed to play WH1 but with the deathclaw example it makes sense. Will have to do some switch-a-roo once I get some ore time.
Appreaciate the feedback.
I actually wonder if they just numbered them in the order that they were created internally - which would just mean that the barded warhorse was a later addition.
I've noticed the same thing with the Imperial legendary lords (at least the ones that have been around since WH1).
For Franz:
_0 is the basic dismounted version.
_1 is on Deathclaw
_2 is on a Pegasus
_3 is a warhorse
_4 is a barded warhorse
The _1 version of Gelt is on Quicksilver, and the _1 version of Volkmar has his War Altar wagon.
So at least for the Empire, it kind of seems like they made the "capstone" version first, then added the others as an afterthought. Deathclaw would *have* to be the first mount option that would be conceived of for Franz, because how could it not be?
So I don't think they were ever meant to represent rank, just "this is the third mount we've made for this guy."
It is very odd how CA 'ranked' the different stuff, I guess they wen't with stats over functionality. This is just one set I have to look into, Chaos factions is even worse.
I think, in some cases, the progression of hero upgrades is flawed due to the non-intuitive naming scheme used by CA. As an example, your building_level_armed_citizenry_junctions has this:
wh2_main_special_empire_fort_emp_1 wh_main_emp_cha_wizard_fire_1
wh2_main_special_empire_fort_emp_2 wh_main_emp_cha_wizard_fire_2
wh2_main_special_empire_fort_emp_3 wh_main_emp_cha_wizard_fire_2
wh2_main_special_empire_fort_emp_4 wh_main_emp_cha_wizard_fire_3
wh2_main_special_empire_fort_emp_5 wh_main_emp_cha_wizard_fire_3
However, these are the tiers of Imperial fire wizard:
0: no mount
1: warhorse
2: pegasus
3: barded warhorse
I think most people would agree that the Pegasus is the strongest option, and the barded warhorse is a downgrade.
I thought this could be something you might want to look into.
The battle for Vanhaldenslosse Ruins which is usually a cake walk for Vlad. Was a bit more difficult but not ridiculous at all. Vlad won taking mediumish casualties instead of the usual low.
Looks pretty cool so far.
Thanks
I just started a campaign as Vlad and Castle Dtakenoff has 1 Wight King Leader, 2 Wight King generic and a Vampire (Death) in it's garrison. Also, Vanhaldenslosse Ruins has 1 necromancer leader, 1 necromancer generic, 3 Wight Kings and one Vampire (Shadows). That on the surface of it seems like a lot of fire power at the beginning of turn 1.
Is this intended?
I am going to continue to play and see how it goes.
So it is not using Empire Captains in the normal sense, but rather these 'behind the scenes' stages/tiers of the actual hero.
This means custom skills won't show in garrisons, but still apply to the actual unit, when you recruit and use them. Atleast that is my guess.