Total War: WARHAMMER III

Total War: WARHAMMER III

Nanu's Bretonnia Overhaul
 This topic has been pinned, so it's probably important
Nanu  [developer] 25 Mar @ 2:30pm
Report any bugs here
Please report any bugs or issues you encounter here, I will not be responding to bug reports in the comments
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Showing 1-9 of 9 comments
owenza777 31 Mar @ 12:37am 
I've just subscribed and started a new Bretonnia game, but not one of the changes listed in the description has taken effect (e.g. foot squires haven't changed to foot knights, did not start with 6000 Chivalry, etc). The only difference I am noticing is that the Marches of Couronne now only have two settlements instead of four, which I don't think your mod even changes. Any ideas what's gone wrong?
Nanu  [developer] 31 Mar @ 4:21am 
Originally posted by owenza777:
I've just subscribed and started a new Bretonnia game, but not one of the changes listed in the description has taken effect (e.g. foot squires haven't changed to foot knights, did not start with 6000 Chivalry, etc). The only difference I am noticing is that the Marches of Couronne now only have two settlements instead of four, which I don't think your mod even changes. Any ideas what's gone wrong?
The Marches of Couronne province always has two settlements. The province only has 4 when you’re running Immortal Empires Extended. My guess is your most of your mods aren’t active for some reason.
Originally posted by Nanu:
Originally posted by owenza777:
I've just subscribed and started a new Bretonnia game, but not one of the changes listed in the description has taken effect (e.g. foot squires haven't changed to foot knights, did not start with 6000 Chivalry, etc). The only difference I am noticing is that the Marches of Couronne now only have two settlements instead of four, which I don't think your mod even changes. Any ideas what's gone wrong?
The Marches of Couronne province always has two settlements. The province only has 4 when you’re running Immortal Empires Extended. My guess is your most of your mods aren’t active for some reason.
Congratualations Nanu, you have just witnessed the dumbest moment of my life. Thanks for the assist!
I have a problem with mercenraries, I built the tier 3 building, but there are no units under both recuit local mercenaries and hire mercenaries tabs.
Nanu  [developer] 5 Apr @ 2:54pm 
I have a problem with mercenraries, I built the tier 3 building, but there are no units under both recuit local mercenaries and hire mercenaries tabs.
Sounds like your script environment isn’t working, get the script debug activator mod and check that there are no errors
JoHein 25 Apr @ 6:05am 
Not a bug but some minor feedback: Alberic starts with two units of >600 Upkeep Foot Knights - is that intended? I mean you can reasonably expect to get Questing Vow by turn 5 via jungle siege in IE but you don't have that luxury for example in the Old World map.
Pepper 25 Apr @ 8:03pm 
I noticed that the Sergeant-at-Arms hero doesn't have the ability to level his mobility effect
Nanu  [developer] 26 Apr @ 7:20am 
Originally posted by Pepper:
I noticed that the Sergeant-at-Arms hero doesn't have the ability to level his mobility effect
If you mean he doesn’t have a skill to increase his movement speed then that’s by design. He’s a frontline support unit, meant to be an anchor for your troops
The chivalry meter doesn't seem to affect new lords and heroes in terms of fulfilling their vows. I still have to get people through the knights vow at 15000 chivalry.
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