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Rapporter et oversættelsesproblem
Unfortunately, it lacks support for "Mortals, mercs and management", since this Solland faction is not the basic one, and it is not included in the patch, since the unique Solland farms does not produce food with that mod installed. I was hoping maybe anyone here knows about another patch, or how to make a workaroud, since I could not find any? I think the suggested option by 墨倾无垠 would also fix this, since then this mod would just alter the original Solland faction, so that other mods can access and change it as they would regular Solland, without needing a patch? Anyway, thanks for a phenomenal mod!
Please try to use the mod with minimal mods activated to validate the issue.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?edit=true&id=3536557893
Behaviour is bound to the culuters so if you want a horde faction you have to overwrite a faction from a horde culture/ subculture OR ask Robi to create an entirely new one.
This can vary from mod crashes to single models/textures not loading...
Since I have a handful of mods, I can't go through them and check/ fix this.
So I ask you for patience, CA is aware of the problem and is working on a hotfix.
Don't deleted them as I might come up with new plans but right now all mod focus is on other projects
I'll not go into detail or write about everything but:
Solland overwrites vanilla Ostland so no additional faction is needed. All things regarding faction mechanics would require a custom new faction making the unlocker a hard requirement (not intended).
About unit selection, there were a few ideas implementing early hand gunners and cannons but no access to the imperial roster. The Order hates most of the empire because of not helping when Solland was raided by the orcs.
The Faction could also benefit from its own "pirate cove, or Gardens of Morr", rebranded to Order Chapterhouse, Order Temple, to help factions further with garrisons bolstened by Order Brothers while benefiting the Order of Solland with increased recruitment caps, unit caps and income, Order Generals could benefit from a system similar to Vows, since they are knights, a Khorne-like mechanic like the one in Knights of the Flame that each victory empowers them more.
playing around a few hours with the Order of Solland I have a few problems with it
Even twisting my disbelief I feel you have been very unfair with them by locking off the Imperial Roster, Grandmaster Gerath holding imperial lands would make him an Elector Count, however he is clearly focused on his order brother roster, but cannons, mortars, some handgunners levies wouldn't hurt, relying solely on mangonels, when your neighbors have so much better equipment was an odd experience for me, I know I can build outposts but even so, you could have adapted much more and it would have bent and made sense easily.
it would have paired with mods like Guns of the Empire, there are a lot of units with german names in there.
The mangonels were balanced to be most useful against light armoured formations of units - trebushets can be used to (try to) snipe specific targets or areas + walls.
Another question if I may: I tested the highest tier trebuchet: Mangonel I think it is called in custom battle and used it against various unit types. It seems it is vastly inferior to the other two trebuchet types. Maybe I am using it wrongly but I think its supppose to be good against large infantry formation with is flame and cluster attacks, but I do get more damage/kills with the falame round of the trebuchet and even the next magical trebuchet does more damage.
I will try to figure something out at the weekend.