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报告翻译问题
every upgradeable unit will offer 2 choices buyable with Sacrificial Blood and the other with Tullaris' Command (meaning they are probably mixed and because like you pointed out there is no way to scroll not every choices are selectable)
Was there really a need to create a new currency? Was is not possible to give Sacricial Blood to Tullaris?
Even worse, I started a new Hellebron campaign (3 times) and the moment I select an army where a Witch Elves / Sos has been recruited I got an instant crash (access memory violation).
I removed the "unit_purchasable_effect_sets_tables" table and all my saves are recoverable without any oddities.
(Because I have a popato computer and running around 145 mods, I can't be sure this mod is the sole responsable but my suspicion is very high)
By the way not really fond of replicating a specific LL mechanism, same units, same bonus, only the way to acquire the currency change (and it was the generic way used in the Vortex campaign), I known they both represent Har Ganeth but I fail to feel it engaging.
Despite all I've said, I want to thank you for offering all of us this awesome compatibility submod.
I didn't need to change the name, but yes I needed a new resource (could have left the name the same), as if I didn't, they use each other's resources.
Thank you heaps for the report, I'll look into it. Can you send a screenshot? If you reply before I do? I thought I had set crone to banned from tullaris resource, but maybe I didn't.
Why did you choose only that table to remove?
If anyone wants to build on the mechanics/make new effects for the stuff I've ported over, by all means I'm more than happy to implement it if it's good.
It's just nice to get feedback!!!
SFO Attuned to Magic is 25% base and ap weapon damage and 25% ward save while Winds of Magic is 15 (not percent) or higher. In vanilla Attuned to Magic is just 10% ward save while WoM is 15 or higher.
Magical Harmony is 20% charge bonus, 15% ap and base damage, and 10% ward save, *while winds of magic is 50% or higher,* which is a change I think probably slipped Mixu's mind. Obviously much weaker than SFO Attuned to Magic just by the stats as well.
The reason this took me twenty minutes to type out the first time is I had to keep closing and opening the game with different mods enabled btw XD
EDIT: Also I just noticed in Caradryan's SFO Hero tree from nobles, he has access to Favored by Isha, Favored by Khaine, and Favored by Hoeth, which are, for nobles, mutually exclusive. I don't think this needs to be fixed, I just wasn't sure it was intentional.
The lord skills were probably apart of adding in Culpa's skill lines if it wasn't already there.
Looking at the wiki page, he was a noble previously. I'm happy to keep it for now, but also happy to remove it if it doesn't fit. I'll double check it's not in his lord tree.
Thanks so much for writing that up :) somehow I missed it!
https://warhammerfantasy.fandom.com/wiki/Caradryan
Thanks for the report! It has now been fixed and will get uploaded in a few hours.
It's not necessarily a bug, but this mod seems to have a weird conflict with the "Landmarks of Legend" mod, it forbids you from recruiting some of the units in that mod (usually RoR units).
ex: Greenskin's 'Scourge of the Black Gulf' / 'Blorgar the Mad Titan'.
It'd be nice if u could take a look, I really like both of the mods.
Tried all the combinations and here's the result:
Vanilla + Mixer + Mixu's LL + Landmarks of Legend => Works fine.
Vanilla + Mixer + Mixu's LL + Landmarks of Legend(SFO patch) => Works fine.
SFO + Mixer + Mixu's LL + Landmarks of Legend(SFO patch) => Works fine.
SFO + Mixer + Landmarks of Legend => Works fine
SFO + Mixer + Mixu's LL + Mixu's LL-SFO + Landmarks of Legend => failed to recruit units
SFO + Mixer + Mixu's LL + Mixu's LL-SFO + Landmarks of Legend(SFO patch) => failed to recruit units
Mixu unlocker
Mixu Legendary lords
Mixu Legendary lords assets
SFO
Mod config tool (Beta and Legacy have same effect)
Adding your mod results in the Khorne Barbarian recritment Building adding a ridiculous amount of garrison.
T1 adds: 10 Marauders (dual weapons), 9 Marauders, 2 Chaos knights, 1 chose, 1 Marauder Horsemen (axes)
T2 and T3 also add a ridiculous amount.
Already found a fix for it too.
Under "armed_citizenry_units_to_unit_groups_junctions_tables" check "Unit Group"
and delete any entries that aren't:
mixu_nor_skaeling_settlement_major_1
mixu_nor_skaeling_settlement_major_2
mixu_nor_skaeling_settlement_major_3
mixu_nor_skaeling_settlement_major_4
mixu_nor_skaeling_settlement_major_5
mixu_nor_skaeling_defence_minor_1
mixu_nor_skaeling_defence_minor_2
mixu_nor_skaeling_defence_minor_3
mixu_nor_skaeling_defence_major_1
mixu_nor_skaeling_defence_major_2
mixu_nor_skaeling_defence_major_3