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[out] <362.7s> DrunkFlamingo: Checking faction ally outposts for faction: mixer_vmp_islanders_of_the_moon (temp tomb king ally fix)
[out] <362.7s> DrunkFlamingo: They have 0 allies (temp tomb king ally fix)
[out] <362.7s> DrunkFlamingo: Found 0 outposts for faction mixer_vmp_islanders_of_the_moon (temp tomb king ally fix)
[out] <362.9s> Frodo45127: pending battle, checking for map replacement...
[out] <362.9s> Frodo45127: possible naval battle replacement.
[out] <362.9s>
[out] <362.9s> **** PendingBattle event received, starting battle sequence - attacking character is [Li Jing Dongfang] with cqi [4888] of faction [mixer_vmp_islanders_of_the_moon], defending character is [Ophilagia] with cqi [5307] of faction [wh2_main_hef_tor_elasor] at position [975, 197]
[out] <362.9s> nil
[out] <362.9s> nil
[out] <362.9s> nil
[out] <362.9s> nil
[out] <362.9s> nil
[traits] <362.9s> * force_add_trait() is adding trait [wh2_main_trait_defending_victory] to character [character_cqi:5307], showing message: true, points: 1
[traits] <362.9s> * force_add_trait() is adding trait [wh2_main_trait_wins_at_sea] to character [character_cqi:5307], showing message: true, points: 1
[traits] <362.9s> * force_add_trait() is adding trait [wh2_main_trait_fighter] to character [character_cqi:5307], showing message: true, points: 1
[traits] <362.9s> * force_add_trait() is adding trait [wh2_main_trait_casualties] to character [character_cqi:5307], showing message: true, points: 1
[traits] <362.9s> Rolled a 88 to assign an ancillary with a chance of 48 for a character belonging to the faction wh2_main_hef_tor_elasor
[out] <363.0s> Rhox Rotblood: someone defeated a legendary lord.
[out] <363.0s> **** BattleCompleted event received, the defender won
[out] <363.0s> **** Battle sequence completed, triggering ScriptEventBattleSequenceCompleted.
[out] <363.0s>
[traits] <363.0s> * force_add_trait() is adding trait [wh2_main_trait_post_battle_execute] to character [character_cqi:5307], showing message: true, points: 1
Also is it only AI attacking as Islanders of the Moon that causes the issue? Or if you play as them does the issue happen?
You may want to post a full list of the mods you use, like Champions of Undeath is incompatible with Yin-Yin.
Sorry that I didn't react. I basically quit playing the game, especially with mods since it was getting unbearable to play with them. I'm trying to play again with mods at this moment.
Yes I play with Champions of Undead and yes it was only where this faction played AI and was attacking (it's turn in end turn). I like to play this game with as much factions as possible in a sort of sandbox mode. It's hard to know which mods aren't compatible with eachother since I'm not a modder.
I got to a point where the game was pretty stable playing with around 200 mods. I had Yin Yin installed with them, but I'm not sure if they still aren't compatible (with CoU). I was like maybe this mod changed in the time I haven't played so I installed The Jade blooded vampire mods as well. Because I do like them and I think it would be a cool addition to the sandbox. Unfortunately the game became less stable with a lot of game crashes and I'm not sure what is causing that.
I basically play with all the faction mods that I can find. Some AI en UI mods. Extended building slots, expanded lord and hero skills. Tech trees, Legendary Lord and hero mods, IEE etc. Basically all the big mods. I try to minimize overhauls or just 1 per faction unless I know they are compatible because the mod description says so, or modders like ChopChop made them compatible through submods.
I hope that mod creaters take notice that a lot of players play this game like I do and that they try to make them compatible with eachother. I think loads of creaters are already trying that via discord. I know it's a lot to ask for, but that is up to the creators. If there are known incompatibilities it would be nice if that is mentioned in the mod description. Like compatible with: ... Not compatible with: ...
For Poljanen. I think your mods look awesome and I would love to use them, but I have to get the game to a stable version. Else I won't play at all and that's no fun of course. Like I said I'm not a modder, so I have no clue why some mods aren't compatible. For now you mods are still active in my campaign. Not sure what I'm going to encounter later on. Haven't got the crash that I had last time.
I had pushed this collection to 680 and played a 180 turn Araby campaign with at least 4 crash on all the campaign, but restart a 2 turn previous save have make working the campaign at each crash!
Not completely appreciable for the moment, but a "framework" or reference for using this big mods would be interesting to make! And people like ChopChop or Idon'tspeakRussian have the kind of knowledge I think for confirm compatibilities or a little teach for diagnostise these by ourselves
Or on Da Modding Den