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Rapporter et oversættelsesproblem
also by chance if anyone is using the mod that removes supply accumulation during the battles. would that mod conflict with this one the only thing i can think might is he's changed the values of the starting supplies for most building that provide supply.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3352318969
thanks!
Also, can you add some garrison units to tier 2 and 3 of the minor settlement buildings so that it won't be lost so easily after you sink money to develop them? It feels wrong to lost multiple turns just cause there is 4 units defending a tier 3 settlement while enemies are rolling 20 stacks
but i have to test that and i comment agian if i finde the mod that conflicting,
dont use this mod alongside other wood elf mods, because they will fight eachother
so if you want more normal results, remove the db/building_level_armed_citizenry_junctions_tables from greater garrison mod, or expand it yourself by hand
is where all the garrison units are stored
each unit has a unique key and building they are attached to
if you want to add more units to the garrison from my higher tier outposts, you will have to post them in my mods db/building_level_armed_citizenry_junctions_tables and then give them each a unique key, and correct building
could you kindly tell me if i need to modify this mod or the other in rpfm? if so, which tables? (sorry but im starting from scratch).
I tried to delete the entire table related to wef (db/building_level_armed_citizenry_junctions_tables) in the other but doing so the garrison in the main settlement became too weak for my taste.
thanks
if you can mod, you can use RPFM to purge any "wef" files from SFO
look for building level tables and building effect tables in the SFO file
not sure if that is a mod thing or compatibility with SFO, Have you also done a compact mod or has someone else?
don't worry its a very easy program to understand, if you need any help feel free to ask
Thats what i was asking if you could adjust your tier 3 minor settlement buildings
I can add glade guard to the base settlement, does that sound good?
I can also set the melee barracks line availible for minor settlements
IT was
SUB_wood_elf_majors_are_forests
Major Settlements are Wood Elf Forest Cities (Standalone version for "Outposts Expanded").
I'll do some testing
Building Slots Extended - Wood Elf Outposts Submod
and
SUB_wood_elf_majors_are_forests
Major Settlements are Wood Elf Forest Cities (Standalone version for "Outposts Expanded").
are bound to cause problems, they bost probably fight over wood elf outpost design
Here is everything "Wood Elf" in order
!BSE_Outposts
Building Slots Extended - Wood Elf Outposts Submod
!uber_zoat_lord
Zoat Elder - Generic Lord for Wood Elves
(mod)[double]Asrai_Unit_Pack-Wood_Elves
Double Unit Size-Asrai Unit Pack (Wood Elves)
cipher_wef_units
Asrai Unit Pack (Wood Elves)
Luc_wedragons
New Dragons for Wood Elves
SUB_wood_elf_majors_are_forests
Major Settlements are Wood Elf Forest Cities (Standalone version for "Outposts Expanded").
ThalandorDS
Thalandor Doomstar, Legendary wood elf Lord of the Asrai.
WE_Spites_Literal
Literal Spite Ability Names for Wood Elves
wood_elf_free_teleport
wood elf teleportation cooldown removed
wood_elf_majors_are_forests
Major settlements are forest cities and outposts can be upgraded for wood elves
woodambush
Wood Elves can ambush in the default stance (stalk)
Checking.
never heard that before, are you using this with another wood elf campaign mod?