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Only ones you mentioned I use. The others either don't interest me or have conflicts.
Of the 21 mods I use the obvious ones to me (and my interests) are the hero development and profession mods and the deluxe specialization mod. They're the only ones I use in all games (+racial heritage mods), everything else is optional for my interests.
[EDIT] Yes, better sort them alphabetically[/edit]
Visual or UI mods:
- actual scythe mod (scythes for all necromancer heroes)
- age of wardrobe extended (added items, class items available to all, for variety)
- alternate battleflags
- army of animated corpses (standing, varied figures)
- better scene lighting (screen when selecting a leader)
- cave lighting change
- ceremonial elf guard spear (I don't remember if it's only visual, but it's elven)
- class reskin tweaks (sadly, not patched to include unofficial factions)
- clouds begone
- coat of arms - extended colours
- colorfoul goblins (more side-colored areas, I don't know about compatibility with other reskin mods)
- house b-gone (less tiny houses on fertile hexes, sadly not patched to include unofficial factions like shadow elves)
- light and colored map
- mana is not a mineral anymore (less crystal, more fume-like)
- movement orders first (reorders notifications on the right side)
Visual mods on test or on toggle:
- angels reskin (still not sure about having more sexualized/humanoid angels)
- old style - single figures (whatever the unit)
- regiments (more figures in units, I'd wish I could mod it to my leisure for some units: sometimes I'd like more of them, sometimes, less of them)
- single firstborn (one figure)
- very big giant animals (not really sure about consistency and necessity, plus scaling issues with new units from other mods)
- V-SFX changes (for sorcerers)
Others visuals mods:
- racial reskin (already included in PBEM & SP balance mod I think)
- racial watchtower (already included in PBEM & SP balance mod, sadly not for unofficial factions: I'd wish a patch for shadow elves)
- weapon reskin (much welcomed, less log-like weapons; sadly it is patched for the release version of PBEM & SP balance mod only, and I play with the beta version)
Light gameplay (or niche) mods:
- alternate deployment (units spawn less close to the enemy, archers behind sturdy units)
- ballista (adds a new T2 siege unit (AoW2-like), change trebuchet to T3 and make it miss low-defense units, sadly not for unofficial factions)
- boars and wargs (consistent changes to both boar and both warg units)
- dwarven heavy bolt (adds a ballista-like very short range attack to dwarven crossbows, to make them count more; this is almost consistent with normal heavy crossbow bolts, ballista javelins, and musquet fire)
- king gryphon (the next tier, graphically derived from the elven steed (and where are they coming from, anyway?))
- more ancestral spirits (as site defenders and rewards, not so light a mod when you can get permanent elite spirits, I know)
- pike square (pike benefits don't work when flanked)
- preferred terrain mod (all animals don't like forest only/always)
- shield of the unfazed mercenary buff (for consistency with this item's name)
- V-Mods: Legendary Hero (makes this empire quest's reward count more)
- V-Mods: Hero Morale (to penalize hero stacking, and encourage variety in heroes stacks, not much change to leaders; though the AI struggles with this, I think)
- V-Mods: Ultimate Reworked (for some of them , less (arch)potent and still very useful, probably not consistent with PBEM (costs))
Gameplay mods:
- corrupt the source - extensions
- Decodence - Map Editor Content (although those climates predominance is a serious issue)
- fortress additions addendum (fortifications cost more, take more time to built, are more useful; sadly, not for unofficial factions, like shadow elves; also not used by the AI, obviously)
- PBEM & Single Player Balance Mod
- Shadow Realm RMG (for playable shadow elves)
- V-Mods: ECCH - Invasion Lite (or hard: more numerous, more potent cosmic events)
Under test:
- beastman dwelling (welcomed addition, but I'm not sure about its predominance over official dwellings)
- cannonfire 3-action (not tested yet)
- chivalrous intentions (huge!, not tested yet)
- enhanced garrison (not sure about liking the whole stuff, but the idea seems good)
- old man & the sea (although very interesting a mod, I almost abandonned it in its current version, because it clutters even small lakes with dwellings and sites; I'd wish there is a lite version)
- storm dragon & wyvern in dragon dwelling
Age of Wardrobe Extended
Alternate Battleflags
Alternate Deployment Mod
Chivalrous Intentions
Clouds Begone
Corrupt the Source - Extensions
Decodence + Racial Heritage Compatibility
Decodence - Leader Customizations
Decodence - Map Editor Content
Decodence - RMG Integration
Decodence for Empire Building Mod
Empire Building Mod
Extended Settings - More Game and Map Setting Options
Fallen Angel Immunity to Petrifing Scream
FasterZoom
Garrison Command
Item Forging Extended - Downgrading
Lighted and Coloured Map
Lost Library Revamp
More Colors for Coat of Arms
Movement Orders First
Oiyelys's Elven RG Supports
PBEM & Single player Balance Mod 1.31
PBEM Balance for Empire Building Mod
RMG Compatibility - CtS and Decodence
Racial Heritage + Empire Building fix
Racial Heritage Mod
Structure Reward Variety
Super Dynamic Map Generation
Super Dynamic Structure Generation
The Old Man and the Sea
Triumphant Heroes
Triumphant Heroes for Empire Building Mod
Wasteland Expansion - Beta
A long time ago I've got severe headaches with mods conflicts so I try to keep low the number of used mods ; how do you handle that ?
Thanks for sharing, I'm certain these posts were where my initial exploration of the mods began.
The conflicts seem to be minor enough that the game still runs ok, so as long as it works I'm happy. Though I'm not certain what features might be left out as a result of the conflicts
I'm very excited for my next playthrough to be with the Tieflings, will likely go Rogue, since haven't played that in a while, though Necro would likely make most sense thematically.
Yes I play SP only too, and love the unit diversity and new extra races + abilities + buildings. I am particularly interested to see if there are any mods that are compatible with my list that would enrich/add to the specialisations.
Also have to one day try the dark elves, if they would be compatible with my list, and will have to go back and try the Insectoids again, I used to play with that mod also before it was taken down.
Was also hoping there was something compatible that extended the base variety of heroes offered during a game, as we always see the same ones over and over, could really use some variety. But not sure the ones that add heroes do that or what kind of compatibility. Would have been nice if the base game also used the ones you custom create in that list.
Good Luck with the testing
It's been a long process, but I've just gradually added one mod at a time and play a game, and then if it works and I like it, I keep it on. If I don't like it, or there are game breaking issues I take it out.
I had to take out regiments, even though I love that mod, because there were battles where the game would freeze lock and had to end task. There was some bug I reported on the mod discussion. Not sure if it was addressed. But in the end I gave up on that mod due to it breaking the battles sometimes being a huge pain. It wasn't consistently doing it, but when it happened it was very annoying.
The only known issue I have now, seems to be with one of the unit adding mods, people have said it's known issue with chivalrous intentions. But I don't know for certain. The issue is that it affects the Cosmic Events with some unit types.
So what I do to get around that, is to either turn off Cosmic Events, or , when I play with it on, and a cosmic event triggers, I will quickly end all turns without saving to see if it will crash the game when it finally triggers. If it doesn't then I continue with that save. If it does, then I go back to an earlier save and load without the triggered event and see if a different one triggers.
It's a bit of a pain, but it's worth it since most the Cosmic events still trigger with no problems. In my last gameplay, it was the Mechanical Hero event that caused the crash. Sometimes if you forget to test ahead of time it can cost you a few turns of gameplay. A small price to pay for being forgetful
In older D&D editions Rogue was the favored class for Tieflings (+2 dexterity, +2 intelligence, -2 charisma) and you see it in characters like Neeshka in Neverwinter Nights 2. In current D&D they have a heavy bonus to charismatic magic (+2 charisma, +1 intelligence) so lots of Sorcerers. Obviously different game worlds, however, so create your own backstory however you want.
My favorite mod is the Deluxe Specialization Combination Selection mod https://steamcommunity.com/workshop/filedetails/?id=534656715. You can run with 4 classes and no specialization, all elemental specializations, or even no specializations at all.
Note: while the mod works on custom Leaders for mods like Archons/Tieflings, it won't allow you to build buildings for extra buildings in a settlement for races added by mods. For example, if you have a Dreadnought Hero and use the Deluxe Specialization mod to add Necromancer as well then you'll be able to build Dreadnought buildings in all Archon/Tiefling settlements but not Necromancer buildings.
For base game races, you can build all classes you choose through the mod. With the empire quest that give you specializations for being first to research everything I recently had a Theocrat/Warlord/Rogue/Sorcerer/Druid with access to all the buildings, units, and spells of each class. The bonus from all the classes gave troops an incredible amount of bonuses as you can imagine.
Also, the Hero Development and Hero Professions mods are awesome. Hero Professions also has an Archons extension mod (which is separate form the base Hero Professions mod). They're all on Eomolch's steam workshop page so you can check them out without digging through all the workshop mods: https://steamcommunity.com/profiles/76561198077236807/myworkshopfiles/?p=1
I also run the Empire Building mod in all games, and some mods have Empire Building mod compatibility extensions in the workshop.
There is a mod that add heroes, Triumphant Heroes https://steamcommunity.com/sharedfiles/filedetails/?id=519469975
There are a couple compatibility versions for the empire building mod and hero professions mod.
I don't run Chivalrous Intentions due to conflicts with some mods I love. I believe some mods list on their workshop pages that they are in direct conflict with that mod and are incompatible.
Also, I'm not found on mods that severely alter the gameplay or add diversity for the sake of adding diversity. It's why I've delayed so long time the testing of Chivalrous Intentions (but certainly will soon try it), and never went with "Class" and "Empire" mods that change a lot of features.
That said, small and limited mods are fully compatible with each other, because they each change a separate game asset. In the case they presumably aren't (perhaps Colorfoul Goblins and Racial Reskin, or PBEM and V-Mods: Ultimate reworked, because PBEM changes costs, and Ultimate Reworked changes effects), then it's more a matter of superseding last mod instead of preventing the game from working.
Ive decided this is the next mod I will add to my list and try, Thanks
Doze mods.
Dat memory.
1. Devout Heroes - otherwise your non-theocrat heroes don't get the Devout property after researching Order of Templar Knights (more like a bugfix, because all other cavalry upgrades affect heroes as well)
2. Music Nerf - a mod i made myself to replace all the "excited" strategic map music themes with relaxed ones
3. No Rapids on RMG - otherwise the maps are fairly broken for non-flying armies
4. Summoned Mounts & Eggs can be sold
5. Neutralize Mana Node
And some cosmetics/optionals:
6. Age of Wardrobe Extended
7. More Colors for Coat of Arms
8. Structure Reward Variety
9. Custom Leaders Only
10. Racial Class Unit Reskin
11. Triumphant Heroes
-Alternate Deployment Mod (always)
-No Rapids on RMG (always)
-Coat of Arms - Extended Colour Settings (always)
-No Walls (usually)
-No Racial Defense Buildings (usually)
-V-Mods: Ultimates Reworked (usually)
-Structure Reward Variety (usually)
-Movement Orders First (usually)
-Need for Greed (sometimes)
-Extended Settings - More Game and Map Setting Options (sometimes)
-Super Dynamic Map Generation (sometimes)
-Ultimate Spells Removed (sometimes)
-Summon Spell Tweaks (rarely)
-Double Underground (rarely)
-Disjunction Balancer -> I used only once, as the AI sometimes wouldn't use all its casting points during battles (but it was nice to see the AI casting Fire Ball, Poison Blades and Death Ray, instead of just trying to dispel my stuff)