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A few schema fixes and I might be able to start again. (???? Two major tables in unit abilities are just not loading in the new PFM.)
- Grab the best submods, re-integrate them to the main mod and unlist the giant wall of submods so the mod isn't so confusing to install and we stop having crippling load orders that make people say "The mod doesn't work."
- Get proper game mechanic screenshots so some of the new features like the flaming pitch firepots on visigoth slingers is properly showcased, unit accuracy statcards, etc etc.
Whats already been done is just a re-organizing this workshop page so the garbage info/poor writing I used to do is cleaned up so what this does is very clearly expressed.
- Undid like a third of the memes on the giants, because I my salt at how poorly implemented the unit was a little undeserved.
- Second wave of slav fixes/finishing, because I never finished what I wanted the horse choppers to be. (Since anti-cavalry axes is just complete nonsense, they were going to be a bit complicated.)
- Tentative fix to the huns spawn waves coming like 5 years early.
Obviously, the sub campaigns are still unsupported, but it took years to support the base campaign, so don't expect a miracle on the other campaigns too quickly.
I need to test some things, but it might be possible to start fixing things again.
I also thought I set it up so the large waves of them only came out when they had lost a lot of forces.
Mind you, I am still remembering changes from a mod which I haven't been able to upload updates to on the workshop for years.
I just counted 35 Hunnic stacks at mostly around 70-90% strength. Granted, this was my first Legendary campaign so I don't really know what's normal.
Or this could just be an anomaly. Never know with TW games.
Well now I know what to say when other people have problems.
Something weird may have come up in the games patch cycle then, either that or I have lost track of my massive number of subverisions of this.
There is a lot of potential for garrison mods to have conflicts, and this technically touches them (Which is why I simplified things down to fewer mods later in development.)
After a few months of testing, nearly every sane mod disabled it and set it to be neutral.
My best option for you would be to check if the version on TWCenter is up to date, if it isn't, I can fix that.
Other mods which are visually oriented can work with this fine if they are made to include minimal file edits, and content mods that follow these same principles will mostly work, but might not be balanced with it.
I made a few submods that include specific subfeatures for this mod, and some that port single features of this mod outside of this mod in ways that are more compatible with other mods.
However, core physics changes to the game (Such as fixing cavalry collision damage,) should remain loaded.
Accuracy is really good for killing armored units as you need to focus fire to beat heavy armor, but when you are shooting on lightly armored units, you want more spread because your ranged damage is wasted if you pump a lot of firepower into already dead dudes.
It has been a long time since I last looked at the Germans, however.
Every unit has accuracy 0 on unit stat UI and when I experimented on custom battle, German bows won German hunters.
So in the end, I re-balanced it back out, as I was very spooked after some serious testing.