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you get the 18 models as base on large, and probly 24 if you turn on ultra size, but the health pool is standard per model so probly you have another mod that messes with that stats table.
you can figure out what mod does it fairly easy by just inactivate half of your mods and if the bugg is still there you know the problem is in the other half, so you activate/deactivate half of that half and keep checking untill you'v pin pointed the problem mod.
just remember to have this mod active while you are checking ofcourse :P GL!
it adds types of models used by the unit and for some reason that setting is on the same table as setting as health and a few other stuff.. :(
and it's needed otherwise he would only change the color to another color instead of having multiple different ones, so unfortunatly ... what you could do if you wanted to personalise the mods to work together for you is:
in Pack File Manager, go in and remove the file relating to Grail Knights in the horse mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1120180673&searchtext=improved+AI
this mod + a mod that increase build slots in minor and major cities help the AI ALOT and makes them build really strong armies to face off with, full of elite units and so on.
like:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1027550458&searchtext=building+slots
and if you want AI factions even stronger look at some mods that buff specific factions those are great, like these:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127497429&searchtext=
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1127497217&searchtext=
It's odd because I swear I had them working together for a while there. Might just be my minds playing tricks on me. It's a shame, because it's a good mod for getting the AI to build decent armies.
right now I can't figure out what it might be, but to test what mod might not work with this one, do this:
inactivate all mods, then activate this mod + half of the remaining mods.
then select half of the mods of either the previously activated ones or the not activated ones depending on if game worked still, keep doing this process of halfing the activated mods until you located the mod that dont work with this one should only take like max 10min, and I would appriciate you posting your find here as it just might be something I could fix, or atleast type in the competability text of the mod :)
hope this helps you!
Lol just making sure.
land_units_to_unit_abilites_junctions_tables
unit_attributes_groups_tables
unit_attributes_groups_tables
I also feel there are to many hippogryphs in a unit, so would be cool if you can do those to.
anyone thanks for the mods, keep it up:)
if the warhorse reskin was an actual reskin only, they would'v worked together. (they swapped textures for the horses instead of swapping model of horse)
you'll have to make the unit mod (this one) include the changes of the other mod manually, or create another vertion of the mod.
if you mod this mod basically you'll find attack speed under db/melee_weapons_table/data_core or data_br for guardian. and the attack speed to the far right on the stat sheet.
I myself not a big fan of radious mods as they break Lore alot and I'm an old warhammer player, + I prefer smaller mods hacked in pieces where I can cherry pick what I like instead of a big overhaul. ^^
I might do a radious friendly vertion of the mod at some point but not right now, as I'm busy working on Vlad Skin, and Isabella Skin.
When I found it, I will post it, so it might help others, as well ^^
it shouldnt conflict with any mod that change a specific unit under "land_unit_tables" but if you have a mod that changes HP of all brettonia units or other stat changes to it all or specifically grail knights then it will conflict.
I wish you could have a more advanced mod mannager through steam, where you could set mod load order, then you could load the other mod you'r using and then load mine and it would not really conflict anymore :P
One thing I'd suggest for compatibility with other mods that use the melee_weapons table as well (for example animated combat) would be to rename the buffed weapons with a prefix. So the mods don't overwrite their specific values.
My 24 Grail Knights were fighting with vanilla weapon strength, what made them worse than they were supposed to be.
well I wouldn't call them useless now with change to Grail Knights, since they are flying, and flying in it self is a worth while perk, (alot faster, can't get stopped from hammer and anvil from cheap spear units on the way, though they can get air interupted but same time, so can normal Grail Knights, I'll think about it! :)