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That said, I just pushed an update cutting the value in half and reducing the building cost, to keep it more in line with the current state of landmarks. Idk how to reproduce the -2 billion though, that didn't happen for me
I play chorfs rn and I got the same issue. I cant build the Fire Mouth landmark.
@Tyler Should work fine
@NickCarl Believe it or not I've never launched a Chorf campaign, they're the only ones I've never touched! Per the Google doc, there aren't any Chorf landmarks, but still a bunch of 'universal' ones like the ones you mentioned should work. I confirmed they should be buildable by Chorfs in the mod files. Maybe there's something weird about Chorf buildings, an extra toggle somewhere I need to add? I'll look into it.
I see a Brass Keep fortress in the Reikland area, but the region is called The Middle Mountain, and that doesn't have the landmark there for the High Elves.. is that particular landmark in the IE map? well IEE in my case.
Everytime play as Araby,I feel this faction so poor...
Just some pro-tips if you ever do consider it unless you got a beefy rig you'll probably want to cull some factions using MCT before you start the actual campaign. I have a high end alienware comp and on full settings with 480 factions it took close to a minute to finish that first turn. So the ideal sweet spot for my playthrough seems to be around 40-60% culling of minor factions. Essentially it will cull the minor factions furthest away from you to get to the desire % sweet spot you selected through MCT and with the map being so big you'll probably never go to that area anyway to notice all the abandon cities and such. Major Factions remain untouched though.
In any case, please continue the great work! :)
Scroll down like 8 posts
@Esprit Never say never but I don't plan on doing that anytime soon.
So I would be happy if you ever started an undertaking to create another mod that adds only new landmarks to the IEE. Any thoughts or plans regarding such idea?
Thanks for all your work, again my favourite landmark mod.
RE The Old World the landmarks won't appear, but it won't crash the game (if you don't want to bother toggling it on and off between TOW and IEE).
"The following mods cause a crash to the Database:
immortal_landmarks_IE_v1.pack
The first invalid database record is
Motherland_cost_reductionwh3_main_effect_ksl_motherland_cost_mod
in table effect_bundles_to_effects_junctions_tables
and pack file immortal_landmarks_IE_v1.pack
The application will terminate now."
If CA has made improvements to this system that I don't know about let me know, but afaik that's how it still works ><
I just started a Wulfrik IE campaign with this mod, Mixu's Unlocker, and MCT. No crash. Check for a local copy in Data.
"The following mods cause a crash to the Database:
immortal_landmarks_IE_v1.pack
The first invalid database record is
Motherland_cost_reductionwh3_main_effect_ksl_motherland_cost_mod
in table effect_bundles_to_effects_junctions_tables
and pack file immortal_landmarks_IE_v1.pack
The application will terminate now."
Any fix for that crash ?
Tried unsubbing and resubbing - No luck.
Tried deleting the workshop file directly in file explorer and resubbing - No luck.
Tried unsubbing, rebooting, then resubbing - No luck.
On latest patch 6.1.1
Tried unsub/resub and a few other things to no effect
Thanks for all you do <3
"The following mods cause a crash to the Database:
immortal_landmarks_IE_v1.pack
The first invalid database record is
Motherland_cost_reductionwh3_main_effect_ksl_motherland_cost_mod
in table effect_bundles_to_effects_junctions_tables
and pack file immortal_landmarks_IE_v1.pack
The application will terminate now."