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It's all done in RPFM, but it's not terribly difficult to add new rules. This mod only seeks to add rules for named characters, though.
@Dux How do you add new rules, all by hand in RPFM or do you have an automated setup like a python script? Oh well I doubt it'd help much, just even documenting all common lords and their specialities would be a challenge
Honestly, I think you make a good argument. That's something I'll discuss with Naeven about possibly changing in a future version.
There is no real way to introduce limits on hero mounts, unfortunately. This idea has been discussed for years with DrunkFlamingo, original maker of the main TTC mod, but the hero interfaces are very old in TW games and do not tie directly into available scripting tools. It's essentially impossible to intercept hero embedding through script, which makes it effectively impossible to limit.
The thinking on that is that Franz does not need to spend any special points at all on a front line of Greatswords, which frees up plenty for Reiksguard.
A general question, I take it there is no way for hero's to impact unit caps? eg Skink heros using Ancient Stegadon mounts means that army caps can be bypassed
i think in "character_skill_level_to_effects_junctions_tables" the content of her 2 "value" column should be inverted, making it like alarielle :D
Are you recruiting them to Ikit's army? The effect only applies for his army.
It started happening since the last few DLC were added, and TTC doesn't account for any of the new units because it hasn't been updated since may 2024.
Groovy has released a Reborn version of TTC, but that has it's own issues, such as crashing when upgrading units.
Short answer; I don't play SFO, I don't know how complicated it would be, I don't want to spend any real effort making it compatible.
Long answer; assuming SFO implemeted the core of TTC the same way as the original, including the framework to set special rules the exact same way that I do, then it's just a matter of how much missmatch we have between units and LL database keys and their base TTC cost list. If they changed the base price list, then our special rules might be whacky, even if the unit and LL database keys remains the same.
Thanks for this mode, I really love it
Fixed this now I think, there was a typo.
1. What do you mean by Be'lakor's ability Greater Daemons, Exalted Lesser Daemons? I'd like to know the units that apply.
2. also what is emp Heavy Artillery, vmp Monster Pen Rares?
The script error is occurring within the TTC base script, not anything that seems related to this submod specifically. It appears like it's checking a character that has no faction somehow, which is throwing an error. It probably isn't breaking anything, but I'm sure it's annoying. I would inquire with the authors of AI mod you're using to see what they could be doing that might lead to this situation.
Here is the log : https://filebin.net/3bk3ecyxoee2efu9
Any idea what it could be?
@diggngdwarf26, it's not compatible like that out of the box. every new unit needs to be specifically tied to a bonus. Currently I don't plan to add support for mods that are pure units and not Legendary Lords.
Good catch. The special rule for Golgfag is lowering the TTC weight value for all Maneater units, the Eshin Maneater included, which leads to his rare status being effectively disabled. This will be fixed.
I think I found a bug. With this mod, the Eshin Maneater for Golgfag's faction costs 0 special points instead of 1.
Greasus + Skrag work normally.
The update is for the "reborn" version, which will be the home of TTC going forward.
Thank you for your hard work :)
you can see the difference when you choose the heroes, the new ones lack the description
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3386989556
Good day!