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make or change it bonus to income or leadership or melee charge blessing of the god patron Manann, anything than the must autoresolve at sea bonus
devs must be drunk
Theoretically, the Green Knight uses a very high priority to always be at the top of the garrison stack. He's got a 250 priority, while SFO heroes use a 200 priority at max and other units are far below that.
However, once a garrison is full... it's full. Only losing or tearing down another building can make additional room for different garrison units. There's nothing modders can do about that, sorry.
Yeah, I'll work on it.
Only the first tier of a port can never be fully destroyed as far as I'm aware.
I was only taking about ongoing campaigns by the way. New ones will work fine without any additional effort.
The 3rd level of the port will need to be rebuilt for him to appear as a garrison unit, sadly.
We can't really work around that, so the author of the mod is 100% likely to face the same issues.
I guess I could make a Green Knight with 0 movement points with a limit of 1. I don't know how smooth that works out, though. And if the AI would know how to handle that...
Also, take a look at this mod, he gave garrissons a hero (also, is it compatible with said mod?)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=743163432
0 is the "milita unit" priority and 1 is the "very basic unit" priority. These priorities place units at the very back of the group of garrison units.
Unfortunately, neither of them work when the garrison is already full. Interestingly though, heroes always seem to be placed at the very beginning of the garrison list, even with a priority of 0.
So I experimented around with a regular non-hero knight unit and this one did not get added to a full garrison as well, no matter the priority. Its priority worked fine with a non-full garrison.
Just as I feared: When there is no remaining slot for a unit to fill, priority isn't even considered.
Sadly, the only way to gain the GK in a settlement with a 20 slot garrisons seems to be freeing up one slot. I will still do some more testing.
As it turns out, the 'priority' mechanic for garrison units only ever works when the garrison size is < 20. Great, really helpful.
Regular garrison units have a priority anywhere between 1 and 5, my GK has 250. Lorehammer may change the priorities, I don't know.
The GK should be weighed much more than any other unit and in fact, he is. While the garrison is < 20...
It tries to put the Green Knight at the beginning of the unit group forming the city's garrison, but with a size 20 or more, it fails.
Creative Assembly didn't expect settlements to reach the 20 slot garrisons under normal circumstances I suspect. I'm afraid I can't fix that :/
I wonder if it is possible to delete garrison units via scripts, but only the developers themselves would know I'm afraid.
- The port is fully upgraded.
- The garrison was already full, and as stated the Green Knight should override a weaker unit.
I've got Lorehammer mods on, they tinkered with the garrison too. So maybe there is a conflict.
- does the building description show: "Provides garrison..." like in the picture?
- is the port upgraded to its third level? (requires a T5 city)
- is your garrison full aready? (20 slots, but the GK should override a weak unit then)
Other than that, it could an eeeeextremey unlikely id collision with another garrison mod or, hopefully not, an undiscovered bug.
Pistols at dawn, sirrah! Pistols at dawn!
His high physical resistance is whats supposed to keep him alive and that doesn't work vs magical damage.
@jimmydeacetis: No problem. The mod really works with anything I've tested so far.
1 Green Knight Strength = 1 armour, 1 morale, 1 melee atk, 1 melee def, 1% weapon strength and 1% charge bonus for the Green Knight as explained in the overview.
I know, right? It's like Tobias Boon popping out and yelling 'Toasty!".
I've nearly finished my campaign (VH) using the mod and I did not get the feeling that these flavor bonuses make Bretonnia stronger than in vanilla.
In the late game, the Green Knight isn't all that special without the bonuses. And in the early game, you won't have many of them. It's just a small flavor mod for the hobby Grail Knights among you :)
Bretonnia's starting region is a very good foundation for building up a powerful faction by default, this is how CA designed it.
There are surely some mods on the workshop which offer improved balance, and my mod is 99% likely to be compatible with them. Also, you can remove my mod from your campaign whenever you want.
Just let me know when there's something about this mod you'd like to talk about!