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On a side note, for obvious reasons I'm not porting this mod to WH3 at this time. The Raise Dead mechanic has been changed significantly and I am still confused by it. I don't think it's tied to battle casualties anymore... which is unfortunate because that was a cool mechanic. If anyone has insights let me know.
if someone else would kindly test this themselves it would be helpful to know if the issue is on my end or if the mod has stopped working.
That doesn't sound like cheese, that sounds like actual Necromancer tactics!
Thanks for your comment, I'm so happy you had the experience and the vibe I was hoping to create with this mod
Also, might want to add "battle site" and "grave site" to your keywords
Also, Playing in Vanilla I have seen outrageous clutter, eg 4 sites in the same region, based off the random algorithmic struggles of early game AI. Other times I do not see clutter, with or without the Mod. Aside from the player purposefully sending chaff armies to die and create battle sites, which I address in my Mod description, I believe the mod is basically balanced and non-offensive to traditional aesthetic and gameplay sensibilities, which is always my priority in creating mods.
How do you know? I thought the number was capped to reduce burden on the player's graphics card on the campaign map.
If so it maybe beneficial to remove those battle sites with the least used units offered.
Those battle sites which just use up space and give no benefit would vanish over time and new once can still occure.
Perhaps have a minimum number that should be maintained so cycling through can be a thing and therefor it then may make sense to lower the maximum of 999 which in the worst case in huge campaing may perhaps even clutter so many battle sites all around you can't find the intended one anymore anyways.
I can also confirm its fixed for KMM, thanks m8,
Yep, can confirm that it's visible in KMM now. Thanks.
!Donna_famous_battle_sites.pack exists in data directory but is not visible in KMM. Opening in RPFM crashes that utility. I don't recall seeing a missing mods error message on loading a save though.
Looks like something is busted in the pack file. Won't even open in PFM.
Hello, I seem to be unable to have Kaedrin's mod manager see your mod(it used to be visibe until the last warhammer 2 update.). Do you know how I could fix this?
OK, cool. Thanks for letting me know.
Thanks for the update. Was there anything significant changed? I haven't noticed any problems running this in my current Vortex campaign.
Regarding the update, it only uploads to the workshop if anything was changed in the files.
For this type of mod that usually doesn't need changes after each update, what I do is create a txt file in the pack and increment a version there so I can force the workshop to update.
I'd go as far as to say that they're probably the best artillery faction if it wasn't for stegadon doomstacks and hellstorm batteries and Hell blaster volley guns.
There's a lot of people that don't put the time required into factions before forming an opinion, you might have 1500 hours playing 3 factions, but if you haven't put 10 hours into the others you're not exactly an expert, for all we know people like him could've played nothing but High Elves for 1500 hours on easy difficulty.
There's only really 2 downsides to playing vampire coast; pirate cove costs go up way too fast as you get more and it's hard to keep finances up to pay for multiple late-game armies.