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https://steamproxy.net/workshop/filedetails/?id=3091662238
Is this smth you could maybe fix on your end?
I've now activated his completentary Chaos mod callerd "Tides Of Chaos" to see if it's the same issue there....
I just cleaned out some old files in this mod, regarding the removed amethyst units from CA's previous big purge. Maybe those files were the culprit and the mods work together again now.
Sorry for the late response. Busy busy as always.
GYT's Shield of Civilisation:
https://steamproxy.net/workshop/filedetails/?id=3091662238
English Translation for GYT's ALL MODs
https://steamproxy.net/workshop/filedetails/?id=2796190374
I also post a comment on GYT's mod page. Hope to get a fix if possible. Thanks
They do not stalk automatically, as I preferred it being an option, not a forced ability. You can pick the stalking stance in the stance menu like any other stances for above mentioned factions.
-5 -> -10 -> -15
to
-4 -> -6 -> -8
Things line up until line 23. Definitely looking forward to trying this once fixed!
Rebel stacks normally have a small pool of units to chose from, now they have them all, curios to hear/see the results. Can remove rors & labs if too powerful.
Happy gaming.
-Fixed ROR upscaled prices.
-Added phalanx formation to Kislevite warriors.
-Fixing "Grudge" units tomorrow.
-Bug that I noticed after quite a while, is that flame cannons fire 6 projectiles from each cannon pr. shot, this is a vanilla bug and I have no idea if it has been reported or not, but hopefully it has and gets fixed either by CA or community bug fix mod. My new firing mode is obviously OP as it is not intended with 6 projectiles.
-Dwarf crossbow ammo does not currently show the name, but it works as intended, trying to fix this missing part.
-Mod has been rebuild due to massive changes in the files alongside the ToD release.
-DLC units has been added with values and abilities from this mod, like fly speed, acceleration/turn rate, bullet penetration, muzzle velocity, marksmanship and so much more.
-Added 2 new firing modes, first one is "Dragon Breath" to the Dark Elves ballista/repeater, that I randomly came across in the lore, which is apparently vials with a green liquid bursting in green flames to devastating effect when fired from their ships etc. I tried to replicate this, and it is devastating.
Bottom line: Either play SFO (Full or Lite) OR any version of Man The Ramparts. Tier 4 settlements (recommended!) work fine with Erynn's SFO submod... Hope that helps <3
@RagnaroK - Cool, I'll wait patiently ;) Dope re: rabbit hole. You da man! But: I don't see the yellow/green color coding when using WH3MM and I refuse to ever open the CA launcher until the day I die <3
1st of all: There will never be working SFO submods for all mods you like! Don't even try.
Fix 1: Play without SFO attribute adjusting submods for some mods. This will throw off balance a bit. Troops adjusted for SFO (everything from vanilla) will be approx 15-20% stronger than all the other units added by mods (which lack an up-to-date submod). Mods that do more than just add units (such as this one or mods changing tech/skills/characters etc,) will often be incompatible without submod.
It will be out later today.
CA changed a lot this time around and I had a bunch of bigger updates in the works, but with all those new changes from CA and nearly 70 mods, its taking a bit of time, but hoping to get around to update most today if not all. :)
Infrastructure will soon be ready, as I was a little to fast there, since nurgle had their greenline totally reworked.
The Ramparts series needs adjustment for all the new flying units, ranged units and so on, so not ready yet. :)
Yo @RagnaroK, hard to say for a noob like me if this is 5.0 ready or awaiting an update? Ideally, you should clarify for all your mods in a short comment, no? That's what every visitor wants to know the next 3 weeks HAHA Hope you're lovely my dear <3
Take any mod whose .pack file name (or parts of it) you know. Search your hard drive(s) for it. Check its location(s). Ignore if it's in "data" subfolder of your WH3 dir. You want a subfolder nestled under your general Steam Workshop DLs.... Mine is pretty standard: C;\Program Files\steamapps\workshop\content\1142710
The number should be the same for you, but def double- check. That's WH3. This is the folder you want. Not one higher or lower! Now open it in Explorer and search for ".pack". Make sure it ONLY searches that folder and its subfolders.
The 3 dissected segments are for those not liking to have it all but preferring certain parts of it.
If you are running a full variant and 2 of the segments, that would probably cause issues I imagine, as that was never the intention and not needed. :)
I would make a backup of the save file before testing if I were you, just to be safe.
As an extra clue, I do not add extra building slots either, I just use the ones implemented in Mixer, so I would assume BSE works too without being a 100%.
Issue if I had to guess would be the compatability patch, maybe, as I doubt my mods and SFO play well together to my knowledge, so that one might have a wrong table in it. Purely guessing.
It absolutely could be that you have 2 mods adding walls, but one might simply override the other too but then again, none of them messes with garrisons I don't think.
I don't know anything about SFO, but I wonder if one of the mods adds custom units? My mod copies the major settlement garrison onto the minor one of same size, thus using vanilla units.
could also be something very simple like a single table in one of the mods not matching the others and then breaking the function of all of them.
This should make siege engines be constructed faster and in bulk by AI and player alike.
I don't play with the big overhauls, but should anyone make a compatability mod, I would happily link it in the description.
I removed all phalanx/shieldwall formations for ranged units which seems to have fixed this issue.
Removal/reduction of arrow/projectile trails has been removed from the mod for now, as it is a work in progress, that needs a lot more fine tuning before I am satisfied with it. When that eventually happens, I will re-add it to the mod.
I plan to dissect my mod into 3 individual parts later today if I have the time. Each will better explain "Sieges", "Campaign" and "Battles" as there are simply not enough room in the description allowed. These 3 original big collection variants will stay of course, its simply for clarification and peoples preferences.
Thing is, I don't even know half the mods people mention here and there, so there are possible mod conflicts I don't know about. I will also be setting up threads for people to share their known mod in/compatables, now that chopchop has shown me how.
Hopefully its all up and running tonight or tomorrow the latest.
Tier 3 walls returned