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Good thing I wrote a guide on how to implement most of these changes via the Assembly Kit and the PFM, so interested individuals could potentially take on this adventure themselves... :D
@BAMBO_PY: Not planned at the moment, I'm still lagging behind in two mods I wanted to release for TW:W II :/
If you stopped working on warhammer I mods - no problem, I understand. Thank you for your other mods :)
Haha nah nah the guide is really great, believe me. I'm just still a rookie with modding :D
Yeah, I kept all the old provinces 'alive' by letting them keep their original capital. The minor settlements within them got their own, new province.
Sorry about the guide being too confusing, I really tried :X
So basically what you did that makes it work is to just give the minor settlements a new province?
I decided to start from scratch. I most likely made some other mistakes during the process and now that I know a bit more or what I'm doing I can hopefully follow the guide with less confusion.
Anyway, thank you so much for putting the time in helping me out, Really means a lot.
I see you've created a new province for each of the original Bretonnian major settlements, e.g. Carcassonne.
I wouldn't do this, as this leaves essentially empty provinces such as wh_main_carcassone_et_brionne (only one n here) as unused husks in the tables.
Carcassonne could stay in its original province, while Brionne is moved to the new one.
Immediately after starting a campaign as a Bretonnian faction, a script kicks in that triggers Orc rebellions in owned province capitals.
Theoretically, this script could be tied directly to the original provinces, now husks. If the script searches for the province capital within the given province, I'd assume it wouldn't find anything and prevent further execution or similar.
That would just be good practice though, it's not necessarily the cause of the error
The compiled .pack files doesn't work for me either. Campaigns crash at 50% of the loading bar :/
https://we.tl/J1JwZhzHWo
If it helps I followed your guide relatively closely, but by the looks of it I must have missed something or maybe forgotten to delete something... at this point idk really.
Zipping up these text files in the aforementioned directory is a good way to backup Assembly Kit data, by the way.
But if I don't find the solution then I'll just go back to using PCBSO though, so it's no problem :D I just really liked having something like this mod which emphasizes on the lore, but with all the problems it can cause I can understand why PCBSO is way more preferable.
Especially when you split provinces up into smaller ones. Quest objectives and scripts can trigger faster due to a higher number of provinces, corruption will be harder to handle (less anti-corruption building possible per province) and unexpected things like that.
For example, if you give the Empire's four city-states their own provinces, the Chaos invasion comes earlier. It's tied to an invisible score which, among others, checks how powerful the Empire is territory-wise.
Adjusting all relevant scripts/buildings/abilities to fit the re-arranged provinces is theoretically possible, but one would have to make a vanilla version of the mod, a SFO version, a Radious version and redo them every now and then
Regarding the crashes, yeah, great fun. Maybe a province lacks a capital or has more than one? I'm afraid I've gotten so much into the routine that I don't think about each single step anymore :O
Ah well, I think I'll test it out myself and see what the AI does with the mods that I use :) Thanks again for all your tips and guide! I can let you know if the mod works properly once I'm finished :D
We had a much more complex project in early production a few months ago, but I quit because I didn't feel like redoing all of it with every patch, and province re-arrangement just outright kills mod compatibility as long as CA does not allow modders to add new region/settlements to the map.
The AI will, for example, build two T3 barracks in two adjacent provinces that share a huge border with each other, instead of moving an army two steps across the border.
But I haven't really tested it enough I guess.
I just used Warhammer Wiki back then, but most of the time I had someone else to find out about lore stuff for me
I was just wondering, what were your experiences with the AI when you made altdorf, middenheim, nuln, talabheim and karaz-a-karak into their own provinces? I also use an AI mod so I thought maybe I should just see for myself.
And finally, did you check the warhammer fantasy wikia to find info on each settlement or do you have other sources? Because I do want to make the settlements as close to the lore as possible.
The given integer controls how many secondary building slots this particular building chain will unlock with each tier.
It only works properly for primary building chains as far as I know.
Instead of manually editing and exporting this table each time the mod needs to be recompiled, an already finished version of this table can be imported into the .pack file via PFM.
It works like right click -> "Add" -> "Directory" and then select the db directory within it the .zip file I uploaded. It'll work when the folder structure looks like the one I showed in my last post.
You can use my my unlock table [www.dropbox.com] updated for Norsca if you want.
It can be imported into the .pack file via PFM while applying finishing touches. Needs to be structured like this:
https://steamuserimages-a.akamaihd.net/ugc/96105264967720553/2F6FAD7EBC88994073B25F1F8857E9C01D57986B/
As I'm currently in my exam period, I just don't have the time to look into it... sorry.
The raw db files for the current release can be downloaded here [www.dropbox.com]
If you only want to do very minor things (add a building slot here or there), directly editing the .pack file via PFM could be an option for you. I created four pictures and a .txt file the last time someone asked me how to do this. They are available here [www.dropbox.com]
It doesn't work with any faction unlocker, because both of these mod types heavily edit the startpos.esf file. Crynsos and I worked together to adapt my building slot mod for his Campaign Faction Unlocker. It's far closer to a healthy campaign balance, with more building slots depending on city types.
The ABD mod arose from my experiments with re-arranging campaign map provinces and regions. I wanted to gather some feedback from the community, which is the part that actually worked out nicely!
A mad version of this mod where I went a little overboard is available here [www.dropbox.com].
But if it is not that, maybe mod conflict? or remove the mod & redownload it again.
Schwartzhafen now starts out with a much better garrison and walls, so the AI player may hopefully be able to attack some weakly defended settlements while their starting settlement is kept safe by the improved defence. The AI tends to attack walled settlements much less frequently. They're still remain in a geographically bad spot, though.
Furthermore: My mod does not change anything about AI personalities. How often has this behaviour occurred?
Could be just as well CA's AI chilling out or any other installed mod I guess.
@Michael: Very unlikely. Creative Assembly has never updated the Assembly Kit for Patch 1.6.1. This means my mod was always as up-to-date as possible, and every other mod on the workshop is designed for patch 1.6 or earlier as well.
Sorry for posting so often, hope I'm not being too annoying :D Does anyone else have the same issue?
But idk, I'm not that much of an experienced modder. Either way I don't think it's that necessary that Marienburg becomes its own province if it's gonna cause issues like this.
Keep up the good work!
I can already say taht I am loving this mod. It's fantastic. I haven't encountered anything unusual til now, though I'm still in the early game (Playing beastmen)
I think the settlement slots are perfect in almost every province. Again, it's just von carstein that's struggling, but that's about it for now.
About Marienburg becoming its own province, I think the idea sounds cool, and the wastelands could maybe get 6 slots I guess. But as you've mentioned the AI probably murders couronne if they get too many slots, but the thing is I play with campaigns of the old world mod and that adds some upkeep to the buildings that they build, so maybe that helps a bit.
But yeah, not really my field of work. I know that the authors of this mod played around with the amber mechanic and allowed Orcs to have their own version of it. Someone else released a resource mod for the Empire. They are likely to know more.
This could become one of my favorite mods, and I can imagine it'll only become way cooler when TWW2 comes out and all factions can conquer everywhere.
I have one more question, and I'm not sure if you're the right person to ask this, but is it possible to mod the amber system of the wood elves for it to be a resource that they gain per turn? I thought this would be better than the current system because it just seems a bit out of character for the a wood elf player to conquer half of the map to win. But if each settlement gives the player amber per turn then it would also reduce the need to capture settlements I think.
The AI's tax rate income cheats on Hard, Very Hard and Legendary difficulty also make more buildings per settlement even stronger.
I know the balance is wonky with this mod. That's why I never link to it in my other mods and recommend people to try out my main PCBSO or some of Zingertits' mods instead.
It has been an experimental project right from the beginning and it's more of a "province/region/settlement changes playground".
The real value here comes from the people who give me feedback down in the comments, so thank you!
And yeah that's fair enough. I just personally am really used to Drakenhof having 10 slots and it also helps the AI a lot.
And well about Black Crag, I don't know, it just sounds to me like the Greenskins would be at a disadvantage against the dwarves, but I'll get a better idea of that when I try out the mod :)
@SIGMAR BLESS THIS RAVAGED BODY: It's not compatible with Crynsos' Faction Unlocker+ because making it compatible is a lot of extra, especially manual PFM work. As this mod currently is still pretty unbalanced, needs some tweaking and can't be edited properly once compiled, it won't be made compatible anytime soon.
I have thought about all the things you suggested, but people generally all prefer different things when it comes to that. Some want Karak Eight Peaks to be independent, others think that this is a terrible idea.
Yes, Schwartzhafen is probably in need of a starting province buff. CA probably wanted it to be a challenge for the player to start out as Schwartzhafen, but for the AI it just seems too much of a challenge. I would re-do this mod right now if I had the time.
And could you please combine your posts into a single one next time, as long as you don't reach the character limit?
Thank you.. really. You saved me the trouble of doing this mod myself. Now I can finally start my first campaign since Bretonnia patch.. after doing some additions to my horde script ofc haha
- There's already a mod doubling the requirements in terms of province holdings or settlement razings (More Time Bonus for Objectives)
- I'm all for the other PCBSO changes
I'm taking the liberty to send you in the discussion tab some suggestions based on my previous works
I do have a question though - can MORE than 12 slots be given ? I've seen something about 20 slots Welves capitals.