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- game crashes when loading into battle
-> this is an lod issue were the game tries to load a distance model which is not there
-> can be solved by setting the unit settings to ultra (recommended anyways)
-> this issue should be fixed by now, if you experience it make sure to re-subscribe the mod properly (steam and vanilla launcher, don't use third party launchers)
- blank banner for the Estalian Rebels [not a bug saving and loading campaign will fix it]
- Toros Furiosa are using the skullcrsucher animation thats why there might some clipping and not matching animation -> serching for someone who can fix this
- there might be some placeholder texts left, please report them
- vanilla skill and ability icons (skill tree) [not a bug, ongoing]
- constantly trying to increase the level of visualisation for the units
- isabella and/or cortez seems to be replaced by vanilla leaders in multiplayer campaigns - investigating
- tech tree seems to be a bit out of boundries after game update - investigating
- tech tree for karl franz' faction seem to be researched from start
-> please also have a look at the post below as it contains all changes that will come with the next update
Here I will note down the changes coming with the next update.
"NONE" means that there were currently no changes done.
general
- removed the master engineer from the recruitment panel
- added the Doble Paga ror to the Tercio effects/formation
- some skill and tech recalculations for buffing the Tercio more
- updated some unit cards
- added "Pirazzo's Lost Legion" for ror recruitment (both factions)
fixes
- fixed arquebusiers not beeing recruitable at t5 building
- added imposter models for high distances - should boost performance in battle a bit
I've only brought this up as his tech trees have been amazing so far so maybe using his help would really beef up your mod. Just a thought.
Anyway, loving your mod so keep up the good work!
1. Decky and I are on the same "german" mod discord server he was not online for a fair amount of time.
2. Decky's method require to create tech trees for all other factions of the same culture too, to revert the changes for those back.
-> my method edits the tree ONLY for the desired faction
3. Tech tree is ready, WIP means that there are just the texts/descriptions missing^^
This might be extra work, but what are your thoughts on making your mod compatible with Cataph's? I know that there is one already, but its quite messy with many duplicates in the buildings etc
Anyway I'm chatting to myself so dont worry lol
I have something to report. The Market chain building requires the same amount for everyone of his 5 iterations: 6,5k. Probably this is the amount for the last one?
2. casual General has yellow personal skill tree without borders, the casual skills can be chosen freely.
3. Most of turns or after battles, i got message "how to play" your faction.
Playing as Estalia.
Only mod that comes to my mind with incompability issues is Sigmars Heir.
And another thing that little bothers me, Ruins of Tylos unique building in Skavenblight give only 5 public order, is that right? Seems little pointless.
1. Might be an issue when switching from foot to horse, I will have a look.
2. Worked at game version 3.0, patch notes did'nt say anything about changes here so needs more investigation.
NWC version too?
3. Already fixed in my private test pack.
The Tylos bonus is factionwide (should be as before the latest patch).
btw i found another issue, it seems that admiralty building does not affect docks building income as it is stated. not provincial and also not the city in which is admiralty built.
And with that, i noticed that there are even techs in vanilla, that states some boost, but unless it is writen with "faction wide" or "lords amry" or "heroes" it will not work as intented, maybe its also this issue. Its some CA shenanigans. :)