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Since the update of IEE
https://steamcommunity.com/workshop/filedetails/?id=3007996493
This mod no longer starts with the Red Duke and instead starts with a generic vampire lord.
DO NOT select the Scourge of Aquitaine Faction, the selection menu lies to you.
Click the Toggle Minor Factions button next to the random lord button.
Then select Mousillon.
The menu makes it look like a generic faction. Once again the menu is lying.
You will now start as Mousillon but with most of this mods unique features.
Your recruitment roster will be the same as the rest of the VC.
No mercenary knights, archers, or unique WK.
Easier said than done...
Glad you enjoyed it!
By all means, please post it! I would love to see your implementation!
Many thanks for hunting that bug down! I have removed the interactions with Black Venom, so you can give it another try!
TEB has this line in its scripts: cm:force_declare_war("wh_main_grn_black_venom", "mixer_teb_border_princes", false, false)
This mod ends up with your Red Duke faction vassalizing Black Venom and as a result this causes the game to hang indefinitely (can't save/end turn/move etc).
Somehow Cataph's Southern Realms mod shifts the position of the characters introduced in this mod, causing them to clip into campaign terrain and became immobile. It does not occur with every user so it is a bit of a mystery.
(can raise dead, recruit, build, start technology, etc.)
Added! Please give it a try to see if it works for you.
There are existing Todbringer mods that are quite well done.
Scripting isn't my forte, but that is something that I may look into. Right now VCO's victory condition is for the Mousillon faction.
It should not crash, but a user has reported the special Blood Keep building added in Lost World will not spawn with this mod active.
Archery Wights: recruited from Forest buildings level 2 and 3. Smaller unit size archers that replenishes ammunitions when shot by arrows and bolts. Unit cap increased by Forest buildings. Replaces Mournguls.
"
My G, this is ingenious, wanted to especially point this out. Great idea.
living factions now often come with their certain ways of replenishing ammo via engineers etc
but undead archers just need to pluck the arrows, they've been shot at. wonderful!
I am looking forward, hoping there will be more of that creativity in the future!
I managed to apply a band-aid fix for Graetor's Solland mod, it is a "magic number" fix that detects if one of their script is active.
Seems the Solland mod moves the agents for my mod on the campaign map on start, causing them to be stuck in impassable terrains. I moved the agents to another coordinate in one of the more recent builds to resolve that issue. I suspect Cataph's TEB mod has a similar interaction, not sure if it stacks with the Solland mod.
If you are not encountering issues with Cataph's TEB mod anymore, I will remove the note.
Thank you for the report!
Will test some more.
So I am trying to figure out a way to detect the Solland mod is active, and not run the script that grants Pfeildorf to Black Venom if it is active.
Or do they receive it by default somehow because of your mod?
Mod compatibility is a tricky beast especially for larger, more encompassing mods. I am still trying to get this mod to be compatible with Gra's Solland mod, no time to try out Cataph's mod yet.
This has grown into a real awesome faction mod and while I don't think the Duke needs vassal greenskin goblin faction, the mod itself is still awesome. Would be great if it played nice with TEB tho.
At one point I could not make up my mind whether or not they were Vampires or Wraiths. They are buffed by the same techs and skills as Vargheists for now.
The script that spawns the Red Duke for The Scourge of Aquitaine is supposed to kill the original Red Duke (he will not have a name on the campaign map if you have Mixu's Mixer), but seems giving him immortality from the start has a side-effect of him not staying dead.
Now that I updated the spawn script he should stay dead.
May I please request Boris Toddbringer next? He NEEDS something.