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Zgłoś problem z tłumaczeniem






I'll let other folks include my mods in lists where appropriate! You won't want to blanket add all mine - some are quite specific:)
One question about Empire Fort spawns; It says that Greenskins, Beastmen and Skaven can spawn on both sides of the fort. Is there a possibility that the army elects to attack another nearby settlement instead or is it hard coded to only attack the fort after it's done mustering?
The faction you are playing.
The gate that is bugged.
and what happened :)
will you do an update for this cool MOD?...
Thanks
Spotted a typo in one of the messageboxes of this mod.
event_feed_strings_text_gate_event_feed_string_scripted_event_invasion_spawned_secondary_detail
"their assualt on the pass"
-->
"their assault on the pass"
Really enjoyed it it my last Old World campaign as Mannfred. Thanks for making the settings editable via MCT, I dropped the % chance to 20 and that was perfect for me.
or say that you are Greenskins, and occupy one of Empire pass, will Greenskins attack your pass?
I believe you can change the % chance using Mod Configuration Tool.
1. a mod utilising the new invasion manager is conflicting with mine.. or just breaking scripts.
2. a specific marker co-ordinate might not be valid enough to spawn an army.
3. some tweaking of MCT settings on the fly could be quirking up the script.
Another handy thing would be to run my script debug activator mod alongside this and reproduce the fail - and send me the script log to see where the fail is.
if a mod uses a campaign group member criteria value of 1987
a campaign interactable object called gate marker
and thats about it (unless you are using a mod that has ripped my own work and not edited it enough)
Have you tried deactivating other mods to locate a conflict.