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The landmarks are locked behind the faction submod. That specific one is in Tai Tzu.
It's the normal allied army loan thing. IIRC (it's been a while) you get a buff doubling the points gained for a while and later one making it cheaper to loan when they appear. If he made this correctly, it would be logical to have enough point when the armies appears. I hope he did it correctly or the armies ♥♥♥♥ off right away lol.
There's a chinese comment saying the same thing today. So the update from yesterday might have broken save.
TBH he updates things so often that I always suggest that people copy the mod to their Data folder. The mods in Data can only be updated by copying over a new version yourself and are loaded in priority over the workshop folder.
I see now i didnt know you could do that with units, thanks with all your help!
Considering how it work in the code. It refer to a building key, and that building key can be actually named anything in the actual game. I guess one of your mod renamed the Yang Sanctuary building, but it should still be the same "building key" unless that mod directly changed Walk with the Dragon.
Do open the full screen settlement view and mouse over the unit. You should get a yellow arrow pointing to the right building like in my screenshot.
I do have a few mods for chathay downloaded so that is prolly the reason for it https://imgur.com/a/LKXPCKm
here is what it says in my game im about to get the bow building but this turn gonna be a while
Do you have some kind of cathay overhaul or something that rework its building? Because this is what I see with a minimal mod list:
https://i.imgur.com/sY5OhXQ.png
when i hover over the unit at its recruitment building it says it requires the notary hall
Weird, you mentioned the "civic notary hall" and the "civic" buildings are the growth ones. But the Jade-Blooded Taoists require the 3rd level yang conscription buildings "Yang Sanctuary". It is one of the basic buildings on the right side of the settlement menu, one of those with a bow picture.
Where did you see the name "civic notary hall"?
its a requirement fore the unit jade blooded taoists
I do not know of a building with that name. However the "Civic" buildings are Cathay's growth buildings.
Mixu's Unlocker, as per the mod's requirements.
The ritualist should have their own tab (Mixu is needed for the custom hero type). While the jade blooded taoist is a regular unit which require the tier 3 yang conscription building in addition to its normal building (there should be an arrow when you mouse over the unit in the settlement menu).
The other hero type is the Warmaster, it share the same hero tab as the gate master.
Both Guan Zimo and Xen Qi are in Zhao Mind's pool. If you confederated him before he recruited her, you cannot get her.
Your only option is the console mod:
https://steamcommunity.com/sharedfiles/filedetails/?id=2791241084
and use:
spawn guanshan001
You'll have to rename her as she'll have a random name (click on her army portrait, click Quill):
Guan Zimo, the Little Dragonling
If you also missed the other lord:
spawn lvqiling001
Xen Qi, the New Martial Marquis
Most script heavy mods aren't. This mod constantly refer to the player for events and stuff, 2 players would ♥♥♥♥♥♥♥♥ it.
You might try the "troop only" patch? It has fewer scripts, perhaps it would work. I have no way to test it myself tho.
Just tested in different load orders, and Yin Yin is always the leader and Zhao Qi is wounded. You might have another mod affecting these faction somehow?
Then both my and your portal didn't trigger with IEE, maybe the coordinate changed a bit with the recent IEE update and it work fine on the normal map? I might test again but it ain't my mod's script and mod to begins with, I just translate and do the no-event patch.
I think it might just be an UI issue? Did it let you actually confederate if you tried? Maybe he has a -999999 modifier or something too. Was that before or after the the event which enabled its confederation?
For some reason on some turns I didn't have Celestial Loyalists confederate option as you say, but on other turns I did. Perhaps only on my end though due to mod conflicts?
Just tested it and can confirm. He's been trying to optimize the script a lot recently, he might have broken that part or an update to the game did it. I'll report the issue to him. Can you just confirm if you were using Immortal Empire Expanded or not?
About confederation, not really, you get a few extra management events to replace the ones about support/tax but that's about it. Maybe you want to keep the repeating event giving you boons in exchange for relationship with them. They shouldn't really expand either so they won't steal your settlement and you can used Allied Recruitment to get the special unit from Wei-Jin.
Note that you cannot confederate the Celestial Loyalist or Imperial Wardens until an event do/allow it.
That's a pretty recent change. The only way is to eliminate the Nan-Yang or Usurper factions before turn ~3-4.
Which ain't really realistic. On turn 8 you can force a peace and they'll kill themselves on the big tzeentch spawn. Then the Turtle gate is back into Cathayan hand unless Tzeentch destroyed it.
That shouldn't happen regardless of load order. My files are named as such that they'll always load no matter what.
CathayENGLISH
DEER24_WWD_LL
DEER24CATHAY
The default load order is generally the best one for all mods. Logically, mod that are above/higher will be prioritized, so patches and translation should be higher than the mod they patches, which they are by default.
Right now I can load the full "set" of deer24 cathay mods with no issue. Including skipping turns.
Test without Deer24 "no officer" reskin mod if you use it, it gave me trouble lately for some reason. Also, Deer24 updates the mod so often and steam struggle to keep mods updated in general that you may have an outdated bugged mod version. (unsub/resub, or verify integrity of games files)
Also, this is an Immortal Empire (+expanded) mod only. No Old World or Realm of Chaos.
And in general, the mod always had some crashing issue and he's been trying to fix them for years. I suggest using the 2 camera mods I mention in this mod's description. Most of the crash I get are from fast camera movement in the campaign and these mods reduce them.
Not sure how you could get 2 overlapping modded lord. Only the faction submod set them on the map and I know no alt version of it. So probably a conflict or script overload, something.
About SFO, was it SFO specifically, or a SFO submod for Walk with the Dragon? I know that both mods add a LOT of script, might be too much for the game perhaps.
Alternatively, you could try my "troop only" patch for Walk with the dragon.
https://steamcommunity.com/sharedfiles/filedetails/?id=3543145998
It remove all story events and 99% of the scripts, keeping only the event to recruit defeated rebels lords and a set-up event about heroes. Should be easier on the scripting, if you do not care about the mod's storyline.
There has been a bunch of similar report in chinese on the main mod page. Might be some issue with the main mod right now. Tho I just tested it right now (tho with a minimal mod list and used the console to get a ton of XP) and was able to get his weapon and it auto-equiped it. Perhaps it has been fixed but you are stuck on an older version of the mod.
Unsub/resub to the main mod to force an update, or use the "Verify integrity of game files" option in steam to force update your whole mod folder?
other southern provinces lord also not able to move on turn 1, also there are bug for yuan bo faction like i can't recruit more lord and merchant on turn 1
I assume you have deer24's faction mod too? Is it only Duan Wei, like, can you move the other Southern provinces lord on turn 1 (Qin Yuanyi)?
With only Walk with the Dragon base mod (no sfo stuff), its faction mod submod reskin (alongside all prerequisite), I can move everyone.
Since Duan Wei exist on turn 1, it should be easy to test stuff. Like disable everything everything SFO, test again. Cannot move? Re-enable SFO stuff and disable some non-deer24 cathay submod. Until you can move him.