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Ha ha, that would be a good one, but honestly, right now I don't know how to do it, and I'm also engaged into another mod project in my (limited) available time. But I wouldn't mind to implement it if I knew.
I excuse about the inconveniences.
Regarding reported crashes, initially it sounds hard to believe for me (as usual; I'm aware). I always test mod packs before upgrading, as it's conceivably what it is all about. It didn't cause any crash back then.
But the best of it is how the mod has actually no changes, which makes it even weirder that it does crash for you. So. a) I will review it by my side. b) I advice you who are experiencing that problem that you unsubscribe, launch the game, restart your computer, and resubscribe.
Please inform me if this worked for you. Thank you all for your collaboration !
footknight.pack crash
The following mods causes a crash to the database: Footknights.pack
The first invalid database record is
wh3_default_land_melee_infantry_main_frontline_swords_high_quality
wh2_!_emp_inf_empire_knights_ror_0_0 in table
cdir_military_generator_unit_qualities_tables
and üack file Footknights.pack
Thank you for your invaluable bugs hunting help.
Nowhere in the entire mod am I writing the name of any vanilla unit, which as
far as I knew leaved that kind of things out the chances. However, and since you informed me, the effect can now only come from one thing yet the way I see it.
I'll keep you informed if I fix it as I hope, and I'm sorry for the inconveniences this may have caused to you.
As always, thanks for the report and have a nice time.
Actually considering it, I agree rebalancing the Knights of the Black Rose for their dismounted version, will see of making them more expensive both recruiting and upkeeping, maybe a very small decrease of their fighting ability on foot too, just 1 point both attack and defence.
Regards and thank you for your feedback.
And regarding the demigryph knights, maybe they are supposed to wear some armour under the clothes, or have just thougher armour, that one which they wear. I don't really know; one should better ask the studio for that.
I imagine you are aware these are vanilla matters.
We see fabric, while the other units are full plate, there is not a part that does not seem protected
They are supposed to be the late game units of the empire with the mod
I can see what you say has a point. However, and as I have always said, it's CA's balance, as you know mounted versions perform equally; if I touched it, I would be going beyond the purpose of this mod, so I think if you are actually suggesting it as it may be, that would deserve another new alternative stats mod in itself.
The Grail Knight is an exception because they are considered demigods due to their lady's blessing (sorry if I say stupid things)
Thanks for the performance patch
Seriously?
By the way, Foot Demigriph Knights – Halberds uses the vanilla variant of the Demigriph Knights – Halberds. Does your vanilla unit of the Foot Demigriph Knights – Halberds (mounted) have the same issue?
Well, how ugly a problem it sounds. As for me and possibly the rest of us, we are not facing that malfunction.
Maybe you would have a corrupted file somewhere, have you tried desubscribing, restarting, and resubscribing?
The unit is there but the unit is been stretched over the screen .... as in you can't tell what they are it's just a blob .....
Not sure how else to describe it lol
Other than that the mod is amazing
By other, the Elector Count State Troops recruitment system is untouched by this mod; it only adds, and doesn't substract.
I may consider it. However it's not difficult to delete the requirement yourself into RPFM.
That's what I get for not reading things. Yeah and no worries about that. Upon further play, it's not actually an issue for me since it's only one settlement where I would build another building instead of the stables. I can recruit them from other settlements a-okay.
Thanks for your hard work on this, absolutely love these units!
It's in the "variant_tables"
Thank you. I will see of doing that next time I update.
I just added the stables requirement to all foot knights units (as reflected into the change notes), as I found it too easy to recruit them with just barracks like ordinary infantry. Previously I had stated blacksmith, but the studio had had the genial idea of removing that building.
On the other hand, I checked the units could actually be recruited.
Also, it is hard for me of thinking of a mod that actually removes stables or swaps them for another version.
However if any of you finds it happens, please let me know
Can you put "low poly filename" (LOD) to fix the FPS problems?
I believe I'm experiencing a similar issue myself. With the recent update to either the mod or the base game, all on foot variants of knights that would normally have mounts require the stables building to be built. So if you have other building mods that still produce cavalry units but is not specifically the stables you will be unable to recruit things like foot demigriph knights. This happened cause I have multiple buildings mods running in tandem with this one. Prior to the most recent updates, I was able to recruit the footknights regardless of me having the stables built.
Thanks for saying. I'll check it out when I'm able. What's the exact problem you are having about Foot Demigriph Knights – Halberds? Are they no longer there?
Sorry, my mod agenda is filled, and I'm not an SFO user, but I concede permission for others if they want and can.
I see it. Really upsetting. Same versions discrepancy as the last time. The table appears with some wrong columns of a previous version that shouldn't be there, and I'm sure of having being working over a latest version of my mod. So really odd, don't known what's behind it, but very much of an upset and of a thing that shouldn't ever have happened. Fixed; thanks for reporting.