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Regarding OvN Lost World or Immortal Landmarks: the game will still function normally, and you’ll be able to recruit units added by those landmarks. However, they won’t provide additional unit caps unless someone makes a submod for that.
As for Thorek Ironbrow: good catch, his current unit caps aren’t very lore-friendly. I’ll look into adjusting them in the next update, planned for after the DLC release.
Both add more unique lore friendly landmarks and i can only assume if those landmarks add unit recruitment then it didn't work?
If so, how would this mod then not work? Those new landmarks would just dodge the unit recruitment cap or would it be something more game breaking?
Also potentially for the Legendary Lords too.
🙏🏻
Apologies if this has already been covered and I'm just illegally blind, but does this mod somehow affect the Vampire Counts mechanics - Raise Dead?
Because in regions with battle sites (5k+ casualties), it still only lets me raise units for which I've already built military buildings. In short, no Blood Dragons on Turn 10.
As I was intrigued, I also tried with that mod and both of them seem to have the issue. That also made me noticed the cold one building does not grant recruit cap to Horned ones (the feral riderless beasts) despite granting recruitment access to them.
@Severus: I’m not sure I understand your point. For Tzeentch factions, Tzaangors and Centigors are recruited through their military buildings, and those same buildings also provide extra caps for them. Cultist buildings don’t give recruitment options or caps for these units.
- Each building tier now adds caps for units of its own tier, plus one or two tiers below.
- For example, a Tier 5 building will give extra caps for Tier 5, 4, and 3 units, but not for Tier 1 or 2 units (with some exceptions).
- Tier 5 buildings will still grant caps for their Tier 1 units (these caps aren’t removed), but they will no longer add extra caps for those Tier 1 units.
We believe this makes the cap system more logical and should improve the overall experience.
Since this is a big update, there may still be a few bugs. If you spot any, please let us know so we can fix them quickly.
Important note: This update reintroduces many unit caps for Tier 1 units. These were originally part of the mod but had been removed earlier due to balance issues.
The problem was that each military building has a shared cap pool across all units it unlocks. With Tier 4 and 5 buildings, this meant they were also adding caps for Tier 1 units - despite those units being useless at that stage. To fix this, we tested different calculation methods and settled on a new system.
@Camaloux: Really appreciate your work and the detailed explanation of your process! You’re right—you need to delete the tables you don’t need and only keep the necessary ones for the submod. I also recommend removing any rows from the original mod that aren’t required; otherwise, your submod might overwrite future edits to the main mod’s caps. Ideally, you should only keep the rows specific to the buildings/units your submod focuses on, so updates to the main mod won’t be affected.
Feel free to publish it and share the link—we’ll be happy to add it to the mod’s description!
What I finally did is I copied your rows entirely and added my new caps and everything below. It works fine that way but your original mod is not needed for my "submod" to function.
I would like to have it published on the workshop. Do you mind if I post it as is and credit you? Or I can send it to you and you post it and credit me (or you can look at what I did, maybe there is a way to make it a true submod?)
Anyway, thank you for the idea, your work and your guide thanks to which I was able to make my first mod in less than two days ^^