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Darn. Damn the system and its infernal complexity...
Ah, it would appear exactly that was the issue, I'm an idiot >.<
Thanks!
@Ben
I've experimented with doing some stuff to fix that but none of those have really worked well, so I have no plans atm.
@Battelkrusr
They appear on my end. Are you sure you have Mixu's Unlocker enabled?
https://steamcommunity.com/sharedfiles/filedetails/?id=3507135981
Feels kinda...weird.
Or yet a better option. Is it possible to make this mod compatible with IEE so that the Tancred Castle landmark be buildable in that mod's Tancred Castle settlement?
Fort Oberstyre
Castle Templehof
Myrmidens
Hergig
Wurtbad
Nagenhof
Rasetra(Tested with Mannfred)
Pools Of Despair(Tested with Mannfred)
Plain Of Tuskers(Tested with Mannfred)
Might have missed some, but looking around with a FOW-disabling mod, none of these exist for neither Vlad nor Mannfred. Mods tested with were this one and a FOW disabling one
https://steamcommunity.com/sharedfiles/filedetails/?id=2962751969&searchtext=garrison
Disabling this mod midgame can do that because, even though you didn't build any landmarks/units, the AI probably did. Nothing much I can do about that, unfortuantely.
@Nokenny
I might take another look at the Desolation Hold landmark (its one of my older landmarks so there's probably soem things I'd want to change there) but the rest sounds like its from factors outside of my landmarks.
@Соджи Гатору
I don't think I have a "Blackguard" unit in this mod.
"Desolation Hold Rebuild" is a 30% reduction in the cost of global construction.
"Bechafen Sawmills" is a 15% reduction in the cost of global construction.
Perhaps there are other similar attractions. The problem is that the basic technologies + the abilities of the legendary lords + the decree already provide a 40-50% reduction in the global cost of construction. Adding another 45-60% to this results in a free/almost free construction.
Which landmarks in particular are you referring to?
No changes needed to be made but updated the mod anyway.
Not sure if anything is broken but I will update this and my other mods as soon as I can.
Will fix the first two. The last two are only garrison so it doesn't affect recruitment.
gutbusters_gutbusters
wh_dlc08_nor_inf_marauder_champions_0
garrison_cth_peasant_spearmen_1
Which units in particular? I can tell you whether it's intentional or not.
@Tyronis2054
Thanks, I must've missed that one. I'll update the description.
https://steamcommunity.com/sharedfiles/filedetails/?id=3231024410
Not sure, but it would be best to not use that submod if it is outdated. The game might run fine wiht just this alone and SFO.
@The Gazpacho Police
I'll have a look, thanks for reporting!
I ask because the author of that sub-mod hasn't updated it to the latest version of SFO and perhaps that author is taking a break from modding. At the same time I am really interested in this and would like to use it to really spice up the map with landmarks, but still maintain the other great mods I use which is just SFO and OWC.
thank you! and looking forward to more additions!
Just throwing it out there, in case anyone else runs into it.
They show up in your RoR pool.
New update is out!
Mostly fixes, landmark reworks and some new icons for old landmarks + a new landmark for the Vampire Counts, a new skill for Ulrika that buffs units from her castle and a bunch of new abilities for some of the older RoRs who felt a bit underwhelming compared to vanilla RoRs. Check the Change Notes for more details.
The mod still works after the patch.
Do you have Mixu's Unlocker enabled?
@SOWA18
Not sure. It might work.
Can't replicate it on my end so its probably some other issue or a random crash.
@The Red Prince
You can already disable the units if you have MCT enabled.
@Lurivar
Maybe? It's been so long since I made those units so I don't remember, but I do agree they are underwhelming compared to something like the Longbeards. I will try and give em something in a future update.