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Rapporter et oversættelsesproblem
Please post that updated packfile for this thank you!
Additional feedback I didn't mention last time completely because I added it myself and forgot I did.
Basically Repanse faction (wh2_dlc14_brt_chevaliers_de_lyonesse) for many ways inherit most of stuff from wh_main_brt BUT not custom units.
So Repanse in particular while Fey and others get units don't get stuff unless you add all the units to "units_to_exclusive_faction_permissions" at least for SFO.
You get all old world factions with those units and Repanse with NOTHING.
I don't know which should be faction exclusives so I just added all units I found in the mod to "wh2_dlc14_brt_chevaliers_de_lyonesse" and now I can hire them
Hope this will help with update.
Cheers ^^
No worries. I didn't think you've forgotten. I just decided to share my findings because I'm playing Bretonnia rn. so might as well help with the mod right? ^^
What little problems it had I fixed for myself so I'm not complaining.
Overall I love the mod.
Actually having non peasant infantry that can fight is a nice change for Bretonnia. With SFO buffs to infantry health, extreme upkeep and caps it's actually needed to have variety of different units.
Your mod is even better for SFO than for vanilla. Because in vanilla nothing will make me not to go full cav spam as Bretonnia (especially playing as Repanse.). But in SFO I have to. At least on a Legendary difficulty that I'm playing. So these units are actually useful.
As to WH3 I'm waiting for great overhaul mods to be polished to play that. Going to vanilla WH3 made me bored in one week. WH2 with SFO and great mods like this one is much better for now, at least for me.
5) After making num_mount = num_men between land and main units tables I didn't have any weird things with going on sea anymore.
No further problems found so far.
Cheers ^^
1) Ammo problem was indeed solved by adding 4-7 ammo to units that had less ammo than SFO counterparts. Also increased charge of all inf according to SFO.
2) Upkeep problem was indeed solved by just increasing numbers in main_units table
3) Splash problem on Pegasus knights is not this mod bug, it's just makes it more obvious because this mod actually solves splash problem with Hypo knights and Royal pegasus knights by just increasing weapon length and number of attacks but regular Pegasus knights still have 1 length and 2 attacks so it feels like it's not working but it does it's just... bad. I increased length for myself and splash seems to be working fine. But again that is CA problem not this mod or SFO.
@=[NK]= Col. Jack O'Neil
That's fine, wasn't trying to sound like you did anything wrong. I know you are helping the community
But at least we have pleasant modmakers like Lily who take the time to answer to randoms like me years after game was released. Cheers ^^
I can tell you my findings from making submods for mods I made for my own use:
Recruitment and upkeep cost are roughly multiplied by 2.1 so I just double those for myself.
Custom battle cost seems to be reduced to similar vanilla units based on total stat value.
I personally just find SFO unit with similar stats and increase or decrease by like a 100.
All melee attack seems to be increased roughly by 20%. Cav charge bonuses are increased from 50% melee to 100% shock. Charge bonuses of infantry increased up to 100% more. There are pretty much no units with 5-10 charge like in vanilla. For elite infantry you are looking at 20-30.
Heavy shot bow unit is overpriced, has anti infantry melee bonus for some reason and missing "expendable" in a table that assigns passives to units.
Couple of final things:
1)Units stats per cost for non SFO tables is not quite there. SFO buffed melee attack of vanilla stuff so those would be cheaper and better if you just increase upkeep/cost to SFO standard.
2) Bonus HP column of non SFO table units. SFO also made everything very fat. Needs checking but maybe it's authors vision to make those units less fat? Idk. Feels like less HP than similar "vanilla" SFO cav. Even so it's not vanilla anymore if it it's SFO, idk. Between your vision and SFO authors vision what do I know? XD
It's just when I increased costs for myself using SFO formula now this mod units are worse for cost. But if cost the same then this mod's units are OP. Doesn't help that some units are already buffed properly for SFO and some not. And some partially. I'm lost.
Anyways now I will stop rambling and let actual modders look at this stuff...
Best wishes ^^
Also found additional problems between land units tables and main units tables.
First of all not all units got charge bonuses from SFO (cav should have much higher charge bonus, average bad cav from SFO has like 60-70 charge bonus).
Second of all someone completely missed num men and num mounts columns in those two tables I think and because I don't know what is authors idea about how many men/mounts it should be I can't even fix it for myself (unlike easy ammo problem.)
Example argent cav has less num mounts than num men so which is it 75 or 60 should be unit size?
I hope it doesn't sound like I'm complaining. It's great mod and good job porting it to SFO.
I'm just looking to help a bit and make it perfect like it deserves to be.
Cheers ^^
I'll see if its possible for me to upload an update despite not having the game installed.
1) Ammunition is low not because of tech but because some units in tables that don't start with "SFO_" have less ammunition. My guess they were not properly adjusted to SFO in terms of ammunition amounts compared to vanilla units of similar quality. Easy fix is just add like 9-11 to all of those.
2) Pegasus unit lance weapon doesn't have AOE (it has 1 in amount of units it attacks).
Idk if this is this mod balance change or SFO balance change or a mistake.
3) Some units upkeep is not buffed to SFO level, I don't think it's because of vows. I think they just not increased to SFO insane upkeep cost. Again there are tables without "SFO" in them in main unit tables that have vanilla upkeep values.
Cheers ^^
I'm glad you liked it despite some of these glaring flaws!
Some of the units don't seem to get tech/general boosts. This seems to be most notable on the archer units that only have 2/3 of the ammo of the base archer units, for fairly negligible stat boosts (so I'm assuming this isn't a balance choice). Some of the pegasus units also don't seem to get AoE attacks, although it's hard to tell without a note on the card (Not sure if this one was a balance choice). The knight units also seem to be disconnected from the knight upkeep cost system. Mounted knights of these new units were costing 200 gold on a lord with no completed vows while vanilla units were over 500.
Do you think you can change the mod title from "Submod" to "Stand Alone"?
When trouble shooting in KMM it's hard to remember all the mods that are actually stand alone for SFO and which require original mod.
I need them to live again ;(
https://cdn.discordapp.com/attachments/645776724214284297/980692263833329714/unknown.png
I love your mods. However sadly I have removed most of them because they appear outdated (not this mod in particular) according to my mod manager and I just want to stop my mod manager from crashing. I am not saying the crashing is caused by your mods, in fact I believe it 's more related to the mod manager being crappy. But I am just letting you know that a lot of your mods have a caution mark behind them (not all). Actually I wanted to send you a personal message not to spam your comments with this because it 's not relevant to this mod in particular, but I 'm a noob... My apologies :P All respect for making these awesome mods though, I think they look great!