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It might still function but you are better off not trying it. I havent got the time anymore to update my mods unfortunately, but they are up for grabs if anyone wants to continue them or make their own versions, anyone is allowed to do anything with any part of any mod I made.
However, and I think this is known, it's not really working on Vortex maps, even for W2 races. I've tested this so far with Malekith, and reinforcement fails to spawn. Not a huge problem or anything, just an FYI.
You are correct, was a mistake on the last version, now should be fixed, forcing them to break vassalage first before being destroyed, which doesnt tank the player's rating. Apparently for some reason the vassals being destroyed counted as if the player had done it though it makes no sense. Thanks a lot for pointing it out, was a bit of a sneaky bug to find otherwise given I already had low reliability in my current campaign so I didnt notice it.
Fixed the small issue with factions showing up as alive.
@Dusky
Thanks for testing, I do know that it will have limited compatibility on Vortex basically because a lot of the factions used to spawn in the reinforcements exist only on Mortal Empires. So asking for reinforcements for W2 Races works but not for W1 ones. So hiring Dwarves or Empire with Repanse for example will result on nothing spawned, but High ELves should work and so on.
Unfortunately it doesnt work because the mod registers the new position when the character stops moving. I can make it so a player can "assign" an army to follow an AI army but the issue is that when the AI army attacks, it doesnt stop before doing its attack to allow the players army to catch up and reinforce, so its not registered as being there until the battle is done. Trying to find a way around it if there is one.
@all
Updated but with a small issue, for some reason the vassal factions arent destroyed like they used to, some change on CA's part I'm still trying to figure out. Mod is functional otherwise.
Your mods are amazing, provide some much needed refreshment, and I have encountered no problems so far.
I'll see if the patch works in a few minutes.
Btw, any chance for a vassal mod for daddy Gelt, or for Nagarythe?
I have cleaned my mod list, re-downloaded everything, and will see if Better Behaved Allies can be the culprit, or at least partially share the blame. Temporarily removed any unlockers.
Update: No changes so far.
(Part 2/2)
I am experiencing crashing prior to the Main Menu appearing, when it involved those two together. It started a few hours ago, and I've been experimenting since, in between seasons of Star Trek; trying various combinations of mods to see what conflicts with what. And I have a few observations:
(Part 1/2)
Making an army stay more than the one turn isnt ideal given they are actually a fully fledged faction being created to reinforce. If they are allowed to live past the player's turn they will have their own thoughts about what to do, who to be friendly with, and so on. Killing them at player's endturn is essention to this mod.
@Pollen
It isnt too hard but you have to change many other things in order to achieve that.
@Cat
It would be possible but it requires a few other changes and for now not a priority for me, will think about it.
Due to how the mod works, it isnt possible right now.
@all
Updated to include support for the rest of the factions, and shuffled around which factions each faction can call for reinforcement, including making it so they cant recruit armies of their own faction, in preparation for tying the ammount of units to relationship level with their diplomatic main factions.
The idea of the mod is that the armies arent overpowered, thats why the price is 2500. You dont pay a whole lot but you shouldnt get a whole lot either, the reinforcements are supposed to be minor aids, which is why they are up to 8-10 units, with a low level lord and so on, the way I thought of it at least, was that you are calling for a minor reinforcement force in moments where the odds are very close and that might tip it. The idea was never to have the reinforcements pull most of the weight really.
Dark elves should use lizards, not rats, herds of beastmen.
Answer me when you're free
Dark Elf 3 group 1/beastmen 2/lizardmen 3/WoodElf
Empire 3 group 1/Bretonia 2/Dwaf 3/Hef
Lizardmen 1/DEF 2/ DWARF / 3/ Skaven
Full Stack
Any thoughts?
@사람
Should be
Just fixed that, its a common mistake I make constantly, I think every mod I have to end up renaming them to the proper Dwarfs, this time I didnt catch it.
@all
Just updated and now the player shouldnt be getting faction destroyed notices finally.