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- All Empire provinces trade with Reikland as thats the current empire capital.
- Reikland trade with Huntsmarshal to reflect expedition funding.
- Reikland trade with Volkmar to reflect expedition funding.
- All Bretonnian duchey trade with Courronne.
- Courronne trade with all crusader hosts as funding all bretonnian crusades.
- Lyonesse trade with Respance to fund her crusade.
- Aquitaine trade with Bordeleaux Errants to reflect expedition funding.
- All Athel Loren wood elves trade ot each others.
- All Ulthuan High Elves faction trade with Lothern.
- Lothern trade with both seafaring Fortresses (Dawn and Dusk) and both fortresses trade each others, to reflect supply line of High Elves marine.
- Lothern trade also with Eastern Colonies.
- Teclis trade with Saphery to reflect Order of Loremaster being fund by the White Tower of Hoeth.
- Imrik trade with Caledor to reflect expedition funding.
- All Dark Elves trade with Naggarond.
- Karond Kar trade with Rakarth and Lokhir as they gone to piracy.
- Cult of Pleasure trade with slaneshii faction Keeper of Bliss.
- All Dwarves (except isolated Kraka Drak, Karak Azorn, Spine of Sotek and Greybeard's Prospectors) trade with Karaz a Karak.
- Barakk Var trade with border princes Tilea and Estalia as part of the tilean sea traffic.
- Karak Azul trade with Thorek to reflect Karak Zorn reconstruction.
- Kraka Drak trade with some minor Kislevite factions.
- All Cathayan loyal faction trade with Celestial Loyalists.
- Eastern Provinces trade with Mariemburg, Estalia and Lothern as open to stranger sea merchants.
- Western Provinces trade with Karaz a Karak, Border Princes and Tilea to simulate the ivory road (note they trade too with Thunderguts as ogre kingdom step of the merchant road in Pig Barter).
- Dissenters does the same, but Goldtouth as additional "ogre step" from the mountain pass.
- Gnoblar County added to the ivory road setting if you use Gnoblar Hordes - The Unwashed Masses mod.
- Kislev and Praag trade with Erengrad.
- Erengrad also trade with Ostland as bordering merchand city.
- All Empire provinces trade with Mariemburg as Mariemburg is the trading platform of Empire export.
- Mariembug trade with Erengrad.
- Mariembug trade with vanaheimlings to reflect "civilised exchange" with some norscan.
- Mariembug trade with Tilea (and not with Estalia as Mariemburg/Estalia rivalry).
- Mariembug trade with Barrak Varr.
- Mariembug trade with Lothern.
- Mariembug trade with Drakenhof to reflect some "commercial infiltration" from Empire vampires
- New World Colonies trade with Tilea and Estalia.
- New World Colonies trade with Skeggie to reflect smugling between factions at war.
- Luthor Harkon trade with Vampire Coast Rebels to reflect smugling between factions at war.
- Aranessa trade with Tilea and Mariemburg to reflect smugling between factions at war.
- Eastern Provinces trade with Dead Flag Fleet to reflect smugling between factions at war.
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- If you use Skaven Clans, report to specifics changelog for each mods included.
- If you use Greater Kislev, Kostaltyn got an extra yepiskop (priest regiment) at start.
- If you use Immortal Landmark, Itz Itza tribe in Dread Rock settlement will gain a powerful landmark at start.
- If you use Legendary Characters, you should have proper spawn location for heroes from faction changed by my mod. Also some will change owner (mostly whe their concerned factions are not played) : Changeling will goes to Vilich in any case. Scyla will be assignated to Valkya if no one play Skarbrand or Valkya). Haugr Frostmaw will go to Mountaineaters, Brudd the Blackened wil go to Bloodmaw (if Ogres, my Lord option is active) and Katerina de Hansebourg will go to the Thunderguts (or to King Bezer faction if you use Legendary Character alongside Gnoblar Hordes mod) if no one play Ogres. Bassiano Dutra will go to Ostermark if no one play vanilla Empire factions. Ludwig von Uberdorf will go to the Golden Order if no one plays Empire, Bretonnian, Kislev or Dwarves. If no empire faction are played, Halagrundsor spawn for AI Reikland is delayed to a random turn between 15 and 30. If no one play a "loyal" wood elves faction, Skaw the Falconer will go to Wydrioth as he is knowed for hunting in the Grey Mountain.
Also, Abrax the Bloody as faction leader of the Slaughtermen move to the Burning Monolith and added a thematic 1st opponent if played. (note, to avoid submod needs, i have swapped and reskin Crimson Skull and Bloody Sword, that can make some mod "incompatible" without some more scripting tweak -Kabhanda mod for exemple-), and retakes Rahtep start, moved to Waldenhof at war with Templehof.
About Ulrika, I have set a random attribution if no concerned faction is played (2/3 she will join Ropsmenn as CA Ulrika, 1/3 she will join Lahmian Sisterhood as LC Ulrika) and she shouldnt spawn elsewhere if she is already present in a way (note : i have changed some concerned factions, for the Empire, Markus and Sigmar are removed from the list, for Kislev, Boris Ursus is removed from the list (in both cases, because they are not located in the Old World), and for Vampire Count, it is now restricted to Vlad/Isabella, Mannfred and Lahmian Sisterhood, Ghorst and Kemmler have no more access to the unlock mission now. Why ? They are just necromancer, they just can't subjugate a recalcitrant vampire. note : they still can get her by confed Lahmian Sisterhood, if Lahmian Sisterhood got the character).
Note : i'm not sure if i succeed to cancel CA Ulrika spawn if no one play Empire or Kislev ; so please, report if you see a doppleganger.
- If you use Mixu LL, mutiple changes to starting opponent/situation if a concerned new LL are played. Also i've moved Ghorros to the Eastern Steppes in the northern chaoswaste of Cathay (in Ulthuan, he get rekt too easily) with a more centigor thematic starting roster, and Slugthongue goes to Central Jungle in the Southlands. Also, i've added a new minor bretonnian faction to defend Castle Bastonne during Bohemond expedition.
- if you use Preyton Morghur will get one at start.
- If you use Empire Secessionist Secede the Secessionist faction will be present in every case (initially only present if Secessionist or Reikland played), occupying Helmgard and Ubersreik.
- If you use OvN Albion, added an option about Belakor starts (in Albion or in Southern Chaoswastes). Done some changes to the starting roster for Albion lords to be more specifics and try to help them with a kickstart (autoresolve really dont love them) and to help Ravenhost faction specifically, i gave them a second army at start instead of a second settlement. Also as a little candy, changed Konquata to a more accurate location for Albion if you use the Changer of Cities option (the city can return as Konquata if a lizardmen faction take the settlement).
- If you use OvN Fimir, tweaked some starting situation for Rancor Hold (at war with Vanheimlings at starts to nudge them to the north and albion), Tendrils of Doom (changed the starting opponent, Sharktooth ogres instead of beastmen) and for Marsh Hornets, the faction moves to Marshes of Madness (to avoid collision with the new Bastonne start from Mixu LL, and also bring lorefriendly Fimir presence there).
- If you use Gnoblar Hordes - The Unwashed Masses, trade and war are adapted with King Bezer faction (trade as ivory road step and at war with nearby skaven faction). Also slightly moved Bragg Gutsman a region south (in Vale of Titans).
- If you use Pestilent Brotherhood, ajusted starting situation for Clan Morbidus to match with Teclis changes, for Clan Septik to match with Grombrindal changes and for Clan Skrat to give them a little survivability (by gaining Mangrove Coast settlement).
- If you use Tomb Kings Extended, Volkmar and Mannfred starting situations are tweaked to match with the lack of the Dune Kingdoms faction.
- If you use Sigmar's Heir, the mod will adapt Sudenburg lord to the huntsmarshal clone. Also, this mod is integrated to adapt starting roster of Empire LL.
- If you use Nanu's Pirates of Sartosa, you will get the vanilla start even if you have to use the debug option. Also the roster is adapted with my random start for AI feature.
- if you use Cataph's Southern Realms, tweaked Southern Realms configuration and added a couple of new alternate starts : Estalia and Bilbali adapted to the Morghur changes with new starting opponants. Tilea got new things to handle at start to match with the Sartosa random start feature. Border Princes gains most of the confederacy provinces to gain some survivabilities. Gashnag change his city-kingdom to Zvorak and have an alternate start in it to deal directly with ogres if not played. Catrazza moved south to Qiang to open a new trade road through Gnoblar Country. Marco Colombo sails to Eastern Colonies and can try to estabish in this new land, so close to Ind (note this option is set as OFF by default -activable with MCT-, as Eastern Colonie is tricky for AI, but if you want to use it, go on, may be you'll see funny things). Also tweaked starting heroes to give more "personality" to factions at start.
- If you use Mixu's Shadowdancer algonside Mixu LL, Wychwethyl will get one at start.
- If you use Mixu's Slayer, the starting hero for Karak Kadrin is replaced by a Dragon Slayer.
- If you use Sylvania: Faction Overhaul, the faction will not start with any settlement ownings and so will have to lead underdog his rebellion against Templehof first.
- If you use Marienburg: The Merchant Empire, set adapted starting trades agreements for the 3 factions.
- If you use Bertrand and the Survivors of Bergerac, set Bertrand start near a razed Aquitaine and at war with a minor greenskins (seems yo me a better starting point, north of Bretonnia is a bit overcrowded now between all mods, and may be more lorefriendly - Bergerac isnt clearly located, just meant to be near/in a heartland forest and razed by greenskins, so regarding warhammeresque twist of real France, this place could be more "correct"). Also, as an outlaw, i've set a little penalty in diplomacy with others Bretonnian Dukes, should not make them enemies but prevent too easy pacts.
- If you use OvN Citadel of Dusk, set a soft compatibility with Pestilent Brotherhood mod which to avoid a messy start situation in this region of lustria. Also added a couple of unit to the starting roster to be ready to resist alone against many.
- If you use The Jade-Blooded Vampires: Curse of Nongchang, slightly reworked Curse of Nonchang start (a bit more aerated : will start south of the province near Shiyama's Rest instead of being packed between Jiangshi and a Jade Custodians army close to Nongchang).
- If you use Expanded Roster - Greenskins - Goblin Pack and/or Expanded Roster - Greenskins - Orc Pack and/or Dark Land Orcs, the global retakes on greenskins minor faction will adapt things with leaders and units from thoses mods.
- If you use Rotblood Tribe, as my mod tweak Belakor start even with Albion mod active, AI Rotblood will keep his start in Serpent Jetty.
- If you use Lustria Rises, the new faction move north to Pillars of Unseen Constellation and the Sentinel of Xeti resurrect to its former place (also as little eye candy, slightly retake the faction icon for something less flashy).
- If you use The Return of the Ironskin Tribe, the faction move to Black Fang next to Zharr Naggrund with a trade agreement and military access with the Conclave (also as little eye candy, slightly retake the faction colors and a new icon).
Also, this permit me to "ressurect" Sabreskins (note: to do this, i use quest battle faction, but in this case, there is only one QB faction aviable in database, and it is the one used for caravan events, so i had to tweak a little caravan script to avoid army clearing, this should create "free" Sabreskin armies wandering after a lost caravan battle. Will see if its really anoying and need a fix).
- If you use Dukes of Bretonnia, if one of the duke is played, adapt starting opponent to the Bretonnia situation.
- If you use Clan Crooktail, slightly move the start to Foundry of Bones ; also resurrect the dummy faction Clan Mange in Lustria Isthmus.
- If you use Roar of the Jade Sea : Yin-Yin, the Sea Dragon, changed YinYin start to Copper Landing and reset Cathayan Coast ownings to multiple factions instead of invaded by pirates. Reworked dinosaur feature for something more progressive, instead of multiple armies spawned at start, they will spawn progressivly as yinYin goes at war with lustrian lizardmen faction. Reworked Kaiju feature, also for something more progressive, only one will be here at start and they will spawn randomly during the campaign (each 33 to 77 turns). (NOTE : i've set an MCT option for this, so as Kaiju mechanic can be cluncky, you can unactive it if you want it)
- If you use Dynasty of the Damned, changed the starting adversay faction to Jade Custodians and tweaked compatibility with Poljanan Jade Vampire mod (Curse of Nongchang and Dynasty of the Damned will not be at war at start but just with a strong enmity).
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