Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Patch day though soon and there will be fixing to do.
I'll have a look into it, not sure why it would to be honest.
@Da Git
They where dropped a while ago when the upgrades where pulled.
I know that this isn't on you but I wondered if you could tell me why We'z Special - Total Waaagh! conflicts with Legions of Nagash - Game 3 and if would be possible to expect an update or submod that helps them work together? Both are amazing, and add so much to the game that its genuinely difficult to choose one over another!
Completely understand if this is something you're not interested in pursuing with your time, and wanted to say thank you for sharing this awesome mod with the community!
:)
think grom or skarsnik is better to embrace the full gobo might
If you're not playing Skarsnik capture one of the settlements with the Moon marker.
@Papa Sloth
The plan is to get that in the next major update I do, it's a bit of a job as I need to overhaul my script setup.
@Krasserhund
They where mostly meant to be space fillers rather than core troops but you're not the first to ask.
That said I do plan on expanding slaves as soon as I am able.
For context, most default player factions have a base value of 150 and add between 0 and 50 to get the campaign value on new campaign starts which can also be altered by difficulty and default minors will rarely have a campaign potential higher than 60.
@themilman i see where you are coming from, but he shouldn't be a main faction every campaign. If you are not inside the empire then arrive to fight KF and its all a bunch of goblins, its a little underwhelming.
P.S. Still hyped to see what you will do with Spork!!!!!!
It may be I'll have to adjust that, left at default values you'd see the opposite result of the faction getting stomped.
Waaagh though is a super broken mechanic in my opinion, free double-stacked armies are one of the main reasons they sprawl quickly in a campaign as well.
There are bigger plans in the works but I'm strapped for good modding time these days so I'm even slower than usual.
It should only really conflict if theirs is also the faction leader of the same faction otherwise I wouldn't expect anything weird outside of seeing the name twice.
You mean there shouldn't be any major problems like crashes or whatever if both lords, from your mod and from cryswar's, are active at the same time?
@Dragon32
Thx! I'll gvie it a try!
If you use PropJoe's mod manager you could try deselecting ws_tinitt_foureyes as an allowed lord using its configuration editor.
No, but this won't be an issue at some currently unknown time of the future.
@Thy Ubeer
You'd need a sub-mod otherwise no.
Is there any chance to disable Tinitt Four-Eyes completely somehow, either via the MCT or any other way? I'm also using Cryswar's Legendary Characters, it also has the same lord :( Couldn't find any solution so far...
I'll check that, they should of had the same options as Goblins.
@Hosemaus
That should be available on the Forest Goblin Camp.
Yeah the scrap upgrades. I'm not sure which units are supposed to have them in vanilla, I just noticed that the new forest goblin units did not have the option to open the scrap upgrades box.
Sweet mod though! Makes Greenskins feel way more diverse.
I'm not sure what you mean, scrap upgrades?
If you mean the old Warband Upgrade thing, that is no more.