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So then the only way you would know would be to turn the mod off and play a battle and see if it is the same without the mod turned on. If so, then yes, it's an issue with the game/patch.
I will take a look into that soon, when I can...
Thank you for your understanding here.
I don't want you to lose your time on unaware players.
As a matter of fact, I don't have another 6.3 campaign that was led from start to endgame "without your mod", to compare the situation , as I like playing with yours, so I lack information for a benchmark. But "I am trying my best" to deliver this information. It sounds like an endgame aura or something is insta killing regiments.
I plan to play multiplayer, and to recommend playing with your mod so I wanted to be sure!
I understand your intent and point here.
I will have to reply in two messages.
(1) I was not using in this campaign any other mechanical mod, except your other very nice mod (Realistic Accuracy !).
(2) I thought it could be related to a spell or ability that would not be active with melee or ranged (escaping basic reduction of melee damage and projectile damage) and would still be "on its natural score".
I don't know if you reduce spell damage for instance, but then maybe it is also something uncaptured by that.
(3) It will be hard for me to dissociate this error by activating the bug or not in a new unmodded game: as I like to play with your mod and it was an endgame Nurgle. It was the case with all its armies). I did play numerous battles observing it with this faction, and it was after beating others including other chaotic factions.
I am not one to blame another mod, but it would still be important to know if you have other mods active. What you probably are looking for is a mod that might be altering the land_units_tables. Also, a usual indicator of how much... damage a data-based mod might be doing is its file size. The bigger the file size the more data it is changing.
It was just annoying that the garrison of the settlement that I'm defending and I'm already in, took 7 minutes to arrive lol
This mod has been available for three years now and has a significant number of subscribers. The topic of reinforcement time has not been an issue, but is suddenly now. I am not against tweaking that time (which I did recently), but I am against just totally removing it. That said, you can always edit the kv_rules table and delete that if you prefer, and save it as your own custom version you load.
Just recently I reduced the time of the reinforcement arrival to be short (a few days ago), but cutting it back -20% or so. But the time you mention here (7 minutes) is longer than that. So the question here is whether or not the enemy you are fighting has Lighting Strike or not (as you can see in that skill, it adds even more time to the arrival).
It says LONGER BATTLES, not LONGER REINFORCEMENT TIMES. If we wanted that, we'd install a separate mod
That should help. I don't want to go any lower than that though, because of the longer melee duration -- it still needs to retain this scaled time (compared to the original) as much as possible. There was a little wiggle room there though, and have done what I can to still maintain that this is true, while making the time shorter. Hopefully it improves things a little there and doesn't go too far (player can still get the Lightning Strike skill to make this take even longer of course).
Still, I'd have to hear from others. This mod has been available for three years and I have never heard anyone complain about that aspect. I try to avoid knee jerk changes, and what I said is still valid (that is, if reinforcements take too long to matter here, at 6 minutes, then they would also take too long to arrive in the base game's quick battles too, since all I did was scale this up). Not against adjusting it, but it would require more feedback and more thought before doing so.
In any case, if I make changes here at all, it would have to be small (like -25% at most).
This has caused me to stop counting my reinforcements outside of auto-resolve or some sieges where I have to spend the first few minutes doing nothing at x3 speed when i play with some races. Spend 6 minutes running around under enemy fire gaining time with races like Slaanesh or VC is not affordable.
I could cut back on that increased time, but it must be present. Otherwise there is never a chance to drive off a small army/force in the face of massive reinforcements, because the melee takes longer to resolve (it other words, in the faster battles in the base game, it is possible to quickly overrun and attack a small force before reinforcements show up, allowing you to end the battle early before they arrive -- this increase allows that by simply scaling up that time).
So, it is more complicated than it seems. I am not against cutting it back though, but it is a balance. Right now I believe it is something like 1.5x to 2x for the "longer" mod, and 3x for the "extra longer" mod. Perhaps I might reduce that, but it would depend on what others think (personally I am good with it like it is, I mean).
Enjoy!
Of 109 mods in my list, 13 of them now CTD during intro splash.
There is no common denominator. The problem cuts across reskins and mechanics and everything inbetween. Even with reskins from the same author (LIG in this case) some work and some don't.
There might be a clue in there if you pull up a LIG reskin that works (valkia) and one that doesn't (damsel) and compare their contents for word formatting differences etc.
Due to the broad scope of the issue I'm thinking it's something basic and inane.
"Building Progression Icons" was broken due to Kislev building changes, but author fixed it and got it back up and running. Another couple were also fixed, but I don't recall which ones atm.
Good luck, and good hunting if it comes down to it buddy! :)
So I have been testing the coefficient idea/suggestion out on my end these past weeks, and I think it works well. I just updated the mod to match the coefficient with the max hit chance. Thanks for suggesting it.
For some reason it didn't notify me of the comment. Probably too late to be useful but - it sounds like the two mods might conflict, but you never know, try them together and see if you like how it plays.
If you can't tell a difference in the battle length then there is likely a mod conflicting with it. Try putting this mod on top in the loading order.