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The pain is real, I myself created some simple unit size mods. After update, I rather made mod again, than look at what changed where, what is missing, what needs to be added... etc...
Good luck
Likely that by the time I've figured it out, everyone will be on game 2.
I originally got this mod because Kislev wasn't colonizing a ruin between it and my territory, so I couldn't trade with anybody in the south (I'm Kraka Drak). Will this mod help with that? I need to connect my capital by land or something. Will kislev colonize that ruin, or will I have to build a dock in a norscan region? Thanks!
They have no garrisons so I would reccomend you keep an army nearby for defence, ideally in the outpost of the provincial captial outpost :)
Nico: thanks for the report, I'll look into that when I re-service the mod after Norse update.
@Apto thanks! THis mod does not allow Norsca, Chaos & Beastmen to colonise :)
@Faber - cheers! Mod was always intended to be more of a proof of concept. I'll likely take a look at refining it once Norsca FLC goes live - bet that will impact this mod!
Quick question however, does the mod also affect Norscan Tribes, Beastmen, and Chaos Warriors? I ask because I'd rather not deal with any of them setting up shop away from their home territories.
Also, which of Dresden's mods conflict with this. Obviously "Conquer Anywhere," but what about say, Vassal and Liberate factions, and allowing minor factions to colonize?
@Lazy - you're going to want to into the building_chain_availability_sets and remove options that refer to norsca. Note this might be enough - you may also need to remove references to that building chain in the other tables!
If you could point me to the files to edit I could have a go at modifying it
Is there a way you can balance them into this? (Conquer is way too OP)
I got the conquer mod, because I couldn't stand having a gold mine (as dwarves or vampires) right next to my capital, and I couldn't 'colonize' it to gather that gold. One of the few times RP really governed my gameplay decision.
Second point, yeah rebels are a bit odd! I guess they need raiding income to increase their stacks... however on numerous occasions I've lost outposts to rebels and seen the re-introduction of old factions - so it's not allways odd!
is this how the building options should look like or is there something missing?
Also note that as a workaround for a number of little quirks it is recommended that you raze all territoreies and resettle them as outposts. This takes longer, but it "resets" the region reducing bug encounters.
@Vaa I'm I am not mistaken, compatability for campaign map packs is determined by the map pack makers.
having the original settlements ( maybe a ruin version ) on battlemap is too much fun to miss out on.
-having said this, It should be relatively easy to add a public order bonus to the outposts to ensure the player doesn't get rebellions. If perople want this, that is - I usualy just leave my army in the region & use research/ heroes to maintain order.
@Grrblt it would be nice to know if razing does reset it, just for the sake of a workaround until I can solve it!
@GN Wong - thanks for the report. Is this repeatable?
The outposts need to have a huge public order bonus to counter the difficulty settings, otherwise the player will never be able to create outposts.
Also the AI doesn'T understand the value of such outposts, sometimes they craete outposts without having any other settlements left, because it doesn't know that it can not rectuit units there.
I was bret, I captured the Nortern Grey MTNS, just beside the bret capital.
And than next few turn, the Norsca came by and took it, and the game crash.
I have an inkling as to the issue, & will investigate asap. (I would assume the same issue applies in Erengrad too!)
Now there is no longer a port in Marienburg. Impossible to build anything on the first construction slot. The other slots work fine, but (as usual) they cannot build the port.
@Hell_Nico Thanks dude! Hoping I can polish it with time!!
Sure it need a bit of polish and could be expanded a bit, but even right now that mod is really good.
@The Running Man Thanks, I had a chuckle writing them, check out description texts for the outposts- I enjoyed writing them too :p
@gongoozler -nope, no startpos editing here!
@BloodyAstartes Thanks for the tips- it seems my fears about CAI are a reality. (That it can't cope with upkeep on buildings).