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I made updated version with compatibility to several mods(such as Mixu's LL)
I'll post it in the descr
if you want to update this mod or make an updated version, feel free to do so
please update
Request an update,Thank you.
Can confirm that no settings in the MCT. Besides that just so my noob mind can understand ... this basically is a skill so that you can have more blue gem and purple gem troops as you increase the skill described right ? This for AI too ? Thank you for this mod.
Thanks for the heads up, I have no idea what that is or how to do it but I guess I'm off to learn xD
I'm supprised this mod still has activity, however this mod never really had settings, if you like you can go into RPFM and adjust the values to something you like
I simply havent added them yet oops
I've definitely messed with the scaling thogh- imo the default points are kinda excessive, so I changed it to be capped at ~20 special and 8 rare, plus a more nonlinear growth to make the later levels feel more impactful (and lower levels fly by too fast anyway), but the core idea is absolutely very much
Yeah Ill update the mod with the changes, im rather supprised the mod is still alive
wh2_main_skill_node_set_hef_prince_alastar
Stuff like this is easy enough to fix on my end, but figured I'd post just in case you're in the mood to maintain at some point (no worries, seriously lol)
if you see anything odd that you want changed, just put it through and I'll change it
this mod wasn't meant to last this long lol
Haven't seen that feedback on the main tabletop page; did you find it really that bad?
Wrt heroes, after spending an hour on it (new to rpfm) I think the only heroes included might've been a few empire wizards and possibly teb/ksl captains? Not 100% sure because I was having some trouble following the keys, but it's not many heroes as I thought at first.
and the AI will always grab these skill point, not sure how that effects the army on heroes
you do need to end the turn for the change in cap to take effect
Mod is not work
Sorry for keeping you waiting, does the mod crash or not work?
This was more an experimental project that went a little sour
On the contrary, I would rather want to decrease the amount of points you could obtain by upgrading.
A greate mod by the way :)
you can use this to set all starting values to 0
the reason for only having 6 levelups, is that you can't really spend more than that, 20 rare point is quite a lot, I could expand it if someone needs it, if you really want 30 rare points I could make the scaling go up to level 40 (it maxes out at level 30 right now)
and yeah they do cost skill points, that's a core game restriction that I can't solve, I wanted it to automatically levelup for free per lord's level, but I'm limited by the game's code so this is as close as I can get it modded
- Does one have to put in a skill point every five levels in the "Increased army cap skill"?
- Are there only six upgrades?
- How does the AI prioritize leveling this skill?
- You mentioned a "settings bar" in the descriptions, where is this settings bar?
this is probably extremely confusing to read, but the other guy had a no limit on flagelants because he choose to balance it per unit, I'm probably going to standardise everything according to their tier in the building browser
And that doesnt feel like a creative addition to me personally, especially considering it means i have to add caps for every unit to every building
Br Kalderon
Br Kalderon