Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
-----
The first major update to the mod is here! Here is what you can expect...
i haven't done significant testing so I apologise to anybody in advance if they run into problems where there were non previously. Let me know and I'll try to correct it. I've noticed you get a crash as Seisilwig when you try to open the faction overview but this seems to be a problem in the current (previous) version. Like with Athfochla and Fortriu, I have no idea how to fix it :(
That's it for the moment. Until the next time, enjoy!
This is a minor update for the second pack of Manic's Expanded Factions (both 4 and 12TPY versions).
Please let me know if there are any other factions out there with incomplete/bugged unit rosters in any of the mod packs and I shall strive to fix them as quickly as possible.
I am happy to finally bring you some progress in regards to fleshing out unlocked factions' access to their respective cultures' mechanics...
At present, the English Kingdoms' mechanics file has proven to be the easiest (by far) to unravel. As I am still not very knowledgeable about the whole scripting thing, just this much was achieved only through immense luck and perseverance, I cannot say with any certainly that I can do this for any other culture group. Only time will tell...
Until next time!
This is the next substantial(ish) update to the Manic Expanded Factions mod. If you're not like me and you have friends, especially ones that play this game as well, you will likely enjoy this to some extent (at least I hope so).
A big thank you to sixt for pointing me in the right direction in regards to the correct file of the mod to edit, and a big thank you to KK_Dennis (and his friend) for helping with testing.
In regards to adding culture mechanics to other factions, it would seem that it is much more difficult than I originally thought. I feel I may be fairly close to enabling mechanics for Gaelic factions, this is still not a given. I currently haven't heard anything back from Drunk Flamingo regarding his efforts to add mechanics on my behalf, but I am confident he's still working on it.
Until the next time!
Helo fy ffrindiau! (Yes, I can speak Google Translate). I am pleased to present yet another biggish update for the Manic's Expanded Factions mod.
As far as unlocking mechanics for other culture groups goes, my work on the Gaelic factions is coming along nicely. While I still can't get it to work for Scottish factions, I have managed to give Irish factions fully-functioning culture mechanics. However, I have encountered a very annoying technology bug where Irish faction tech trees are all unlocked on turn 1. This is made even more frustrating by the fact that, aside from this one issue, I've got Irish culture mechanics working perfectly. I hope I can solve this issue before I tear all my hair out...
Until the next time!
I am pleased to announce the release of the Manic's Emergent Factions mini-mod which should allow you to play as any of the unplayable emergent factions in custom battles. Yes, you read that right, unfortunately this does NOT enable emergent factions for the campaign as many people probably want. That sort of stuff is still 'look at my fancy university degree in computing' level of modding and I'm more at a 'look at my 5 reasonably good A-Levels' level of modding...
I do not know at present whether or not you can play as them in multiplayer battles, AvPD does have its downsides. However, if there are any problems, do not hesitate to post them on the mod's workshop page and I'll try my best to try and fix it.
In regards to the main mod, a fix for the tech bug that plagues the Gaelic factions still eludes me. It's a real shame as, aside from that, they have pretty much fully-functioning and bug-free legitimacy mechanics (except for the Scottish factions). If I do ever find a solution to this, that will likely be the last culture group I can successfully give mechanics to as the others seem to rely heavily on faction-specific events to work properly (Here-King and Expeditions etc.) which I haven't a clue how to edit.
Until next time!
OwO what's this? An update? That's right, folks. After almost a year, I am very pleased to present to you (finally) an update to the Manic's Expanded Factions mod!
What does this update add to the mod, you ask? Well:
Unfortunately, as always, I have not been able to fix the crashing issue with either the Pictish factions or Seisilwig (though they still have been given their own faction traits in this update) and I have had no luck with granting culture mechanics to the Irish factions. As of now, I won't even mention this 'hiccups' in future updates unless I actually manage to make any progress towards resolving them.
Hopefully though, the addition of faction traits to the mod should at least placate a few people who wanted unlocked factions to be more 'fleshed out'. Please do bear in mind that I am not an expert at modding by any means and I only undertook this project in the first place because no 'proper' modders seemed willing to undertake the task. That being said, I do apologise to anybody who expected these issues to be fixed!
Anyway, I hope these small additions and changes were worth the wait.
Until next time!