Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem










1. get the newest version of RPFM(Rusted PackFile Manager)
2. open it and at the top left "open packfile"
3. finde the unit mod in steam\steamapps\workshop\content\1142710
4. open the unit mod and finde the db/main_units_tables
5. copy the unit names from the "Unit" line
6. open the Tomb Kings Desert Corruption mod and open the db/campaign_map_attrition_unit_immunities_tables
7. make a new row paste the unit names in the "Unit" line add the "Attrition"; save ; done ^^
or use wemod
-> if the mod dosnt work in the first place changing some values wont change that ^^
ah the meaning of the values its try and see ^^
final tipp wait for the update then tell me if it solved the issue (no time frame on that tho)
for those using non vanilla unit mods. If you want your new units to be compatible <- look there
would an graphic only thing work? no since the tomb kings dont have a corruption
you could also just use wemod and get rid of any attrition
Is it possible to make it softer at the edges? or maybe the corruption doesnt spread all the way to the edges?
yeah
open the mod with rpfm go to
materials/environment/campaign/campaign_combi_corruption.xml.material
<name>breakup_smoothness</name>
<type>float</type>
<value>0.5</value>
</param>
<param>
<name>breakup_tiling</name>
<type>float</type>
<value>0.1</value>
</param>
<param>
<name>corruption_breakup_tiling</name>
<type>float</type>
<value>0.75</value>
change those values between 0 and 1 (maybe up to 2)