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feudal - T4 - harald - Unit 1 doni <--- Herald
feudal - T3 - YEOMAN - Unit 1 shield <--- Royal Retinue (No idea why it's internally called yeoman)
Feudal - T3 - range - Unit doni <--- Yeoman
From my testing, only that the 3 mentioned units - Royal Retinue, Yeoman and Herald are not recruitable in cities by your new sub cultures.
In line with the promotions:
Royal Retinue should go to Clerical
Yeoman should go to Manorialism
And Herald should go to both of them
What is the incompatibility you're experiencing? I can probably do it on my end.
Most of the stuff from his mods already works great with this one, including the new promotions and culture specific abilities, so the only change necessary was to make the Yeoman, Royal Retinue and Herald recruitable in cities by the new subcultures. Units from his other mod seem to already work fine as they are.
However, i'd like yours and von schnitzel's permission first before publishing the submod :)
Thanks for the wonderful mods!
Hero Skill Trees of Manor and Clerical now show properly
Due to a new bug in the code:
If you are a Manoralism Ruler:
Non-Manoralism Heroes will gain the skill tree the turn after they are recruited
If you are a Clerical Ruler:
Non-Clerical Heroes will gain the skill tree the turn after they are recruited
Fixes the crashing that occured when a Clerical or Manoralism empire appeared in a game
Feudal - Monarchy & Clerical
Longbowman
>Gained optional cavalry
Aristocracy
>Promotion doesn't work if you lack a non-Feudal city. This has been changed so you can promote them even without a Feudal City
Upcoming Updates
For the Monatch doesn't work if you gain the unit as a non-feudal. I will look into this.
Cancelled Updates
These subcultures will not get a second T3 unit. Feels awkward since they have a T4 unit, so I decided to drop that idea for this particular culture
Ah, didn't know it wouldnt do that. I reverted the change. Anyone whose playing this mod in the open beta, know that this will be updated when the open beta ends.
>Fixes the crashing when opening a game in the future game update
Thank you !
Game's most recent update broke how the Transformation skills worked. This has been fixed.
I just hope this works because I only got 2 DLC content and havent got EA or Dragons yet.
Im glad someone knew that Feudal needs a rework been wanting something better more mechanically interesting than the original. I like the original concept it just felt weak. But this one is a Yay for me!
I can see changing Interrogator's Blessing and Lord of Havoc. Prominence Mana Crush isn't my favorite, but I'll have to decline Plasma Hammer and Mountain Splitter. Everything else, including Clerical, will stay the same as the naming is meant to be straight-forward and not grandiose. Oh, and I feel Chivalry makes less sense.
The only thing I'll say is that purely from an English prose view of things, the titles of various things feel a bit awkward (too many "Lords" and some english sounds odd), so I decided to come up with more succinct sounding terms. Up to you if you want to use:
Feudal Prince => Chivalry
Lord of Crops => Lord of the Harvest
Unbreakable => Scarecrow's Duty
Lord for the People => Noblesse Oblige
Death Marshal => Shrewd Strikes
Interrogators Blessing => Cunning Plans
Lord of Havoc => Erratic Enchantment
Prominence Mana Crush => Plasma Hammer / Mountain Splitter
Lord of Production => Lord of Labour
Clerical => Clericalism
Since Clerical implies religious control, lords would become prelates.
i.e. Lord of Astral => Astral Prelate etc.
Lord of the Ethereal => Firmament Exarch
Lord of Fiends => Fiendish Exarch
Lord of Elem/Const => Fundament Exarch
Lord of Plants => Arboreal Exarch
Lord of Angels => Angelic Exarch
Lord of the Dead => Ghoulish Exarch
Text bug with Death Marshal has been fixed
I added a disclaimer in the description that, since Tiger Open Beta is currently ahead of the live game, you will need to be in Tiger Open Beta (for now) for this mod to work.
Updated for the new hero system. It is completely compatible!
Added some hyperlinks to make things look more clean
Added screenshots of the Feudal Skill Trees for both Clerical and Manoralism
Added a disclaimer image to let people know this will be updated/adapted to the new hero class system
I will not be doing Industrious because the culture in theme and mechanics just does not interest me, and I would rather leave that to someone who may be more passionate about that culture.