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This mod works by making a unique defence building for each playable faction in the game.
So based on that mod, it's "effect" would need to be added to each of the new defence buildings - as a submod.
But feel free to make a submod for yourself if you have capacity :)
But if you are curious, if the 20 unit garrison cap is reached, the higher tier units will replace the lower tier ones.
I checked the packfile and I accidentally left a second version of 1 of the hero ability tables.
It should be fixed now, but let me know :)
The higher the unit's priority score (recruitment cost in vanilla) means they will appear in garrisons over those with lower score.
In this mod, skavenslaves have a score of 125. So will be replaced by everything except peasant mob and zombies.
If skavenslaves are still showing up, that means that the garrison is not yet at it's 20 unit capacity.
Alternately, could I just edit the table to remove the supply gain entries listed in this mod?
But, like you point out, unfortunately that mod increases the starting supplies a significant amount to make that mod function. So my mod has to favour the vanilla design, using the incremental increase when sieged system.
And a submod would be a bit too much work for something that I would not use.
But I am glad to hear that you managed to make it work on your end :)
It is personal opinion but I think these garrisons are a good strength and size. The main building is important to add a large size of lower tier units to the settlements. The units added from the buildings and garrisons are aimed to "replace" the lower tier units from the main building. So I can't really alter this as it is an important part of the mod's structure and balance across all races.
Also I think those garrisons are too strong. I mean, all buildings already give units, so shouldn't the main building give less? Just my opinion, great work anyway
If they modify garrisons at all, then they will not be. Sadly.
However the issue with skaven is that a lot of their units are trash. This practically means that their settlements and garrison units from other buildings provide more units than other factions. So if the garrison units are not expensive enough, they will just be overwritten by the units from those other buildings. - Meaning I have to favour higher tier units.
Personally, I have not experienced any issues like that. Maybe it is because settlements are overall more defended, that the ai is more comfortable moving armies away from their own settlements (due to not having to rely on garrison buildings entirely for defence).
But for pure transparency, this is only my experience, maybe try it out and see what you think :)
How does this mod deal with that behaviour?
What do you mean that nurgle factions are just using standard marauders? Are you reporting an issue or making a suggestion?
That make sense that Landmarks of Legend would be incompatible. As it adds units and heroes to vanilla landmarks and to do that it has to add units and heroes to the required packfiles. And as I have to do this in this mod, both mods enabled would mean there would be multiple versions of the same unit in the datapack.
Unfortunately I do not think there is anything I could do to remedy this on my end. As both mods exist independently. So if I removed the 'duplicate' heroes from this mod, the heroes would no longer show without using landmarks of legend too.
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3174469245
if i find about the incompatibility i will post
Thank you.
I just used Mixu's to start as both factions and then only have 1 black orc big boss and 1 waystalker hero.
Do you have any other mods that could be causing incompatibilities?
3 blacks orcs for black pit added by main settlement
3 hybrids elfs heroes for Laurelorn added by main settlement
I hope that makes sense :)
I did consider having escalating garrions. However, some chains have 1 building and others have 5 buildings (e,g, bretonnia stables) so that would be 5 extra units from 1 building. And half of those units may not be considered priority in major settlements anyway, due to elite units from other building slots taking priority.
This led to minor settlements being too powerful and having no significant effect on major settlement garrisons. Plus some buildings would bring way stronger garrisons than others, regardless of tiers. So I felt it threw the balance off a bit too much as well.