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Rapporter et oversættelsesproblem






Hard to tell exactly what is happening, but *sometimes* I get the units I paid for the following turn, but usually I do not, and they remain in the recruitment bar taking up the same resources. No patterns that I could discern.
It'd be nice if they had some Glamour nationals/items, with the changes made to DE going from 5 to 6, combined with the changes in vanilla to how communions/sabbaths work, LA Ulm feels a lot less effective.
Astral nations get complete control of the globals wayyyyyyy too early now for no real cost
Globals in general were nerfed to later research levels as well, there's no reason for the strongest dispel tool to be so easily accessible.
It completely removes any mind games or strategies around overcast costs
Disenchant exists as a surefire way to get rid of game winning globals, but there's no reason to use it with how overbuffed analysis is now.
No matter how much Tupilak PTSD you may have, you can't just be effectively removing vanilla nationals from nations.
- Zemaitia's Vedun commanders all spawn with "No Name" as their name. Haven't been able to identify why, since their id isn't present in the DE's mod file.
- The events caused by LA R'lyeh's 'One with the Void' spell have an monster id error; they reference 3518 (destrier) when they seemingly should reference 6537 (dreamer dummy)
Thanks for a great mod!
testing something else for compatibility, and just wanted to rule this out as a cause for my code not working
Regardless of the above balance concerns though, there is an actual issue with them. You've seemingly got them flagged as usable by Cold Blooded units, not C'tis units, as Pale Ones are quite capable of picking them up if dropped. Or equipping them from inventory. Neither of which seems intended given the description.
The added ghoul untis for Ubar are considered undead units- but should be considered magic units. They're marked as magic demons properly on the unit info but the game adds them to the commander's undead pool. Maybe something got messed up when the new ghoul zombie units were added? Kinda funny that normal ghoul is magic but ghoul with a sword is undead, but it makes the new zombies less usable
Also, not sure if this is a bug or not, but the Ifrit Pretender ubar uses, son of the first flame, has had its unique skin changed to the standard ifrit sultans? Can that be changed back? I get the sultan skin may fit with the lore a bit better, but the vanilla skin is visually distinct which is nice because the Ubar hero usually has to run with an entourage of ifrit sultan commanders.
If it shows up on the main menu at the top left you're probably good. Just check EA Nation list for Bantay Tubig. If it's present the mod is active.
The spell "Lost Land" simply doesn't work. I've tried it across two different games and it does nothing. It takes the Gems, but the selected land is neither hit by a flood nor does it sink.
Kinda struggling with a decent pretender design but I love how clear and defined the mechanics are. Thats kind of rare in modded nations.
@Zan Thanks, will fix that.
Going to leave the flipper as is for now, will take a look at it when Oceania gets another balance pass.
@karlsc2000 For Oceania: Yes, hoof attack on land vs poison barbs is probably fine. Barbs just tend to be more predominate underwater, especially among indies. I guess the balance decision can be made on whether or not Oceania in DE feels weak underwater or not. If they need help, removing the flipper may help.