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Yes, they do. All landmarks that are available to any faction + some Empire ones are enabled for the Southern Realms as well.
@Fizzle_Boom25
Sure! Just credit me for the Dragon Company somewhere in your description.
@fandach
I believe its just for one of the landmark's garrison.
@奥威尔·切瑞先生
I'm not sure which landmark you're talking about. Are you sure its from this mod?
I'll set it up so they are just regular rangers if your mod isn't installed.
He was supposed to get some more content with that landmark but I haven't had the time to add that stuff in yet.
You're not forced. Re-read the Description.
- Place Mixu's Unlocker above this mod (if you are using it)
- This mod will work fine without the Unlocker but you will lose the ability to build a large number of landmarks.
Not 100% sure, but I'd guess it'd be down to editing these tables with what you want added: "armed_citizenry_unit_groups_tables", "armed_citizenry_units_to_unit_groups_junctions_tables" & "building_level_armed_citizenry_junctions_tables".
Updated for Patch 6.3!
@maxlanz
Yes.
Due to how garrisons work in game atm, some buildings share units from a variety of different faction (such as emp forts or helf gates for the different races taht can occupy those). This mod has some landmarks accessible to TEB that provide garrison of empire units, but in order for those garrisons to show up, those units need to be enabled for that race. This inadvertently causes buildings that share units to end up giving those same units in places where they aren't supposed to be. Nothing much I can do about that given its a vanilla thing (other than removing those garrison units entirely from the race I guess). So this mod does not actually put vanilla Empire units into TEB garrisons.
Ok, so this is kinda similar to the reasoning from above, there is a landmark that provides a garrison of some vanilla empire units (Blackstone Tower I believe) but they'd need to be enabled first to show up in the garrison. In this case, it also means the tooltips consider them part of your roster despite them being exclusively for a garrison.
I have isolated with only Mixu, MCT and your mod enabled. I tried creating new campaign with only this and somehow the cards of Captain hero and Hellstorm rocket Battery appears on the techs i listed in the bug report discussion.
I don't believe there is anything in this mod that gives Dwarfs access to vanilla empire units.
I have encountered a weird behavior where some vanilla generic Empire units appears in the Dwarfs tech tree. I have put details in the Bug Report discussion. Is it intentional because a landmark gives you access to them or maybe a bug ?
Probably not anytime soon.
Darn. Damn the system and its infernal complexity...
Ah, it would appear exactly that was the issue, I'm an idiot >.<
Thanks!
@Ben
I've experimented with doing some stuff to fix that but none of those have really worked well, so I have no plans atm.
@Battelkrusr
They appear on my end. Are you sure you have Mixu's Unlocker enabled?
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3507135981
Feels kinda...weird.
Or yet a better option. Is it possible to make this mod compatible with IEE so that the Tancred Castle landmark be buildable in that mod's Tancred Castle settlement?
Fort Oberstyre
Castle Templehof
Myrmidens
Hergig
Wurtbad
Nagenhof
Rasetra(Tested with Mannfred)
Pools Of Despair(Tested with Mannfred)
Plain Of Tuskers(Tested with Mannfred)
Might have missed some, but looking around with a FOW-disabling mod, none of these exist for neither Vlad nor Mannfred. Mods tested with were this one and a FOW disabling one
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2962751969&searchtext=garrison
Disabling this mod midgame can do that because, even though you didn't build any landmarks/units, the AI probably did. Nothing much I can do about that, unfortuantely.
@Nokenny
I might take another look at the Desolation Hold landmark (its one of my older landmarks so there's probably soem things I'd want to change there) but the rest sounds like its from factors outside of my landmarks.
@Соджи Гатору
I don't think I have a "Blackguard" unit in this mod.
"Desolation Hold Rebuild" is a 30% reduction in the cost of global construction.
"Bechafen Sawmills" is a 15% reduction in the cost of global construction.
Perhaps there are other similar attractions. The problem is that the basic technologies + the abilities of the legendary lords + the decree already provide a 40-50% reduction in the global cost of construction. Adding another 45-60% to this results in a free/almost free construction.
Which landmarks in particular are you referring to?
No changes needed to be made but updated the mod anyway.
Not sure if anything is broken but I will update this and my other mods as soon as I can.