Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Yes, you need sub-mods for stuff like SFO
It's concerning how you'll possibly make your mods in Warhammer 3.
When playing as the Empire, and you get the little events where a mercenary army or an army is sent to help another section through an attack, this often pulls Wizard generals from your list.
As those are a limited resource and they end up deleted afterword, this spends your Wizard Lords like candy. Meaning needing to avoid this event and take the punishment instead is needed.
I have tried several campaigns (in ME) and played one ~80 turns and they also never appeared in the shadowdancer list. The AI empires had some Glade Captains.
This is with only this mod enabled.
It looks like they get a trait when they become a Daemon Slayer (change from Hero to Lord) at lvl 20. Doesn't look like they get a Hero trait.
I ran into a small problem with this mod.
I was playing as the dwarf, and the noticed that the Slayer Hero doesn't have any traits.
Is it supposed to be that way?
might have to take him out of the army first.