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This stops working if you act very invasively on vanilla slots for vanilla buildings. I guess SFO does that too now.
and no, I don't plan on reworking that, overhaul compatibility is up to their submods.
Other mods that create new factions don't have this problem. I suspect the problem is that this mod tends to replace Southern Realms buildings with its own, perhaps confusing this faction with the Empire and not understanding what units are supposed to be in the garrison.
Please note that this mod causes compatibility issues directly on the Steam page, under the mortar section, so that other people who encounter this issue don't have to manually search through mods to find the one that's causing the error.
And if possible, perhaps you could consider a patch to fix this issue?
By the way, I checked; another Estalia mod (Red's Estalia Overhaul) doesn't have this problem. It also swaps buildings for Grimhammer, but apparently the author somehow misplaced the correct units in the garrison.
Thank you.
Re-read the FAQ
I got the tech, all of them, I got the Siege workshop, which says it will unlock the tank for recruitment.
And yet I can't recruit Tortoise tanks.
Any idea what could cause this?
There's a couple if I search for southern realms unit size
That'd need sub-mods, either for whatever overhaul you're using or to boost unit size.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3547670623
Sub-faction mechanics tailored to each faction, similar to what the SCM mod offers;
Unique overworld city visuals, like the distinctive designs seen in the Lost World mod;
More distinct unit models and UI that set it further apart from the Empire;
Additional Legendary Heroes;
Voice acting on par with mods like Araby and Albion .
"Culprit" is someone / something that has done wrong. So remove that reskin mod, if you have it. If you do not have that mod it could be another, similar mod.
Check two posts down
Just remember what you say is seen by the modding community as a whole; respect goes a long ways with networking!
re: techs. No. I think you and others really need to re-evaluate how universal most of those effects are, and that on average they do wrap 15 turns of vanilla techs in one button, for what it's worth since vanilla is uber inconsistent at best, but I did comparisons multiple times.
Also, you can lower that time to 8 turns in my direct experience, you don't need merchant prince blue skills. Get Art workshops, get the high elf bundle in plutocracy, ancillaries and whatever else I'm actually forgetting. Myrmidian temples iirc. If I can do it without cheesing or painting the map you can do it too.
And get the wizard contract on cooldown. You have the advantage of not having to build anything at all for them.
Please do something to the tech tree. 15 turns is diabolical, since you can't consistently increase your research rate . Some feel extremely underwhelming for a 15 turn investment. The techs locked behind researching 2 from same row could also give a bit more oomf.
If you don't have access to merchant princes (you are not a tielan faction) you're screwed in terms of research rate and wizard cap.
I miss just being able to recruit at least an organ gun. Tanks are very inconvenient to recruit unless you enjoy turtling and gallopers\light cannons are rather weak. Mortars are just bad in wh3, you have to work too hard to make them worth it.
Was handgunner range nerf warranted in any way? The used to be my go to unit in wh2 for Catrazza, now I just never recruit them. Also, I wish I could start as him in Tilea :( He used to be my favorite.