Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3385088851
Oh also, was just wondering where in the campaign for the Empire did Free Company Militia go? As I don't have the Hunter DLC I don't have archers so the free company's are really helpful in the early game.
Actually what is this "firefly" tank squadron name? and what faction is it?
There is actually a good amount of consequence with this mod, the premise is being a radical dwarf that wants to immediately implement innovation which estranges him from other dwarfs. I'd recommend taking a quick look at the research tree and the LL skill tree, as there is a lot of choices that lock you out of others (and even some trees, can lock you out of building tank squad here and other radical units in exchange for other stuff). Won't list all of them here as it's a lot, just wanted to say there pretty fun to play.
Was also wanting to say though, this mod also includes with permission the Thunderbarge and other unit mods into it. It's why there are two special barges there, they're two versions of the same unit with stat differences. One from the barge mod, and one from Greybeard, they do have stat differences. Was just wanting to let you know.