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Also something i think the warriors of chaos don't use is the souls
In the context of SFO, some factions might receive bonuses that are either too strong or too weak, as I didn't specifically tune them for SFO. However, I haven't noticed any major issues so far. I'm currently playing through a campaign with this mod and SFO myself, and I'm making some minor parameter adjustments along the way.
Thx for amazing mod btw<3
I love this mod and I believe it does everything you reported. I have seen greenskin armies with scrap and dwarfs with runes and other armies with banners. Excellent work and thank you for this.
My only personal issue is I would like to remove the AI armies and garrisons getting experience every turn since I am trying to make battles more fair instead of slightly cheating on AI side. I hate showing up to fights and the AI army is better but not through fighting experience but just by passive leveling.
Using RPFM what table would I remove from this mod to remove that feature?
I keep getting this question about Hecleas, DeepWar, and AI Army Tasks & Strategy. My advice is still to test all three and see which one suits your playstyle.
In my experience DeepWar does the best job of fixing Beastmen behavior. Because my mod already helps them recruit more effectively, running it together with DeepWar turns the Beastmen into genuinely challenging opponents on the campaign map.
The crash likely happened because of the unit upgrade mod for AI. When AI factions performed upgrades, something went wrong, and then during saving, the game tries to access non-existent data, which prevents the save from completing. The solution is to revert to the last working save, disable AI upgrades through MCT, and everything will work.
Anyway, I will continue to work on the stability of the Upgrade Units for AI and Player mod. Thanks for the feedback!
However, the unit upgrade mod can (in extremely rare cases) cause crashes for some players. Compatibility issues with other mods and failures during the upgrade process result in save errors. Again, the upgrade mod was developed for vanilla, not for SFO.
But I did release a fix for this. I recommend manually deleting the upgrade mod from the folder, then resubscribing to it. The mod may not have updated correctly, or there might indeed be some incompatibility.
You can try these steps, then disable upgrades for a couple of turns (it's sufficient to just disable AI upgrades), then continue and see if crashes still occur. I haven't experienced any crashes for a very long time.
However, I’ve met a significant issue related to army capacity for certain factions, especially the Tomb Kings. The AI seems to field far too many armies, which feels unbalanced and breaks the intended mechanics.
For example, I played as Settra. By turn 3, the AI-controlled Tomb Kings already had three armies. By turn 12, I had finally managed to field two armies, while the AI had four. This led to a frustrating cycle of endless guerrilla warfare. Even though I won every major battle, I simply couldn’t be everywhere at once.
I suggest limiting the AI’s army count to respect the same capacity restrictions players face for these types of factions. This would help maintain balance and stay true to the faction’s unique mechanics.