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Good luck with the TOW and IEE adjustments. Looking forward to using them!
Any progress in creating quest battles?
I have an idea for a mod, maybe it will interest you.
Can any lords participate in quest battles for the Changeling faction, or only the Changeling? Is it possible to add these quest battles to all factions through the quest or mechanics of the Changeling faction (if it is not tied to the other mechanics of the faction)?
Maybe in the same way it will be possible to add Norscan monster hunting to the factions.
Well, then you can complicate the battles, so that the player first has a goal to strengthen the main army.
We all need to escape sometimes
The last 2 years have not been a great time for me personally, but I have found enjoyment and fulfilment in the passion from modding and appreciate everyone who has subscribed, rated, and left a comment on my mods.
The Total War community has helped me look to the future and restore some confidence and hope to my anxiety ridden psyche, and for that I am truly thankful to you all. <3
I have many mods which essentially halve the speed of campaigns. So if by default the random forces spawn with strength tier 1 from turns 1-30, tier 2 from 31-60, tier 3 from 61+, it would be nice to have a slider option to change that. For example, setting the "strength scaling" slider to 0.5 from the default value of 1 would cause tier 1 forces to spawn from turns 1-60 instead of 1-30 and so on - allowing players with campaign pacing mods to have the option for your mod to match their custom pacing would be amazing.
(not using other encounter mods)
They do still seem to spawn a bit too often to my liking, however i can ofc just let them be.
@Krinitz - I could think about it, I have split the custom armies into 2 strengths but have the random forces that can have at least 3 strengths. Given the theming it’s a bit hard to do it with further splitting the earlier game armies up into an even earlier one and then mid tier 1. I normally found in testing the lower tier armies can give a decent challenge which is what I’m going for for them.
@others - old world and IEE compatibility are things I hope to add, thanks.
Also, a word of praise for adding event notifications for a marker spawning, though I only ever saw a single one of those pop-ups.
Great job and thank you!
1) The first time a marker spawns inside a player owned territory you will receive an incident notification directing you to the province to assist you to find what the markers look like so you know when they have spawned.
2) added a randomisation to the cooldown length to address MidnightNight comment on cooldown duration, they will now take 5-10 turns before a location is available again.
3) removed TEB Sartosa unit
4) removed a lot of debug log text since issues with markers not working seems to be resolved for now
I will be working to enabling markers in the Ind/Khuresh/Tor Elithis region in the next update.
@RiceKnight - currently it does though the markers dont spawn in the new areas, adding these areas to the spawn is something I have planned for an update. @Dragon32 thanks also for letting him know :)
@williamLaw thank you for your kind words.
@Misterkint - I have unfortunately had reports it can cause a desync as it uses randomised numbers to determine the chance of which type of battle you fight, I am thinking of swapping this to an ordinal system to address that.
@Tucanonerd - thanks very much for your kind words. I have seen there was a Chaos gates mod done for Warhammer 2 which did a similar thing and it is on my list of ideas to do something similar to that when chaos has raised a gate it creates daemon armies.