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
Either that, or he should still get a support skill, maybe only for constructs. Don't forget, he does not benefit from many/most unit enchants boosting support damage due to non-magic type.
updating/cleaning out/rollback on drivers had absolutely no effect.
Using the driver workaround seemed to some-what reduce, but not remove, the artifacting, but still crashed more or less at the same frequency.
Game is very stable without any mods
It's really sad as i don't think i can play vanilla anymore. Especially when half of my pantheon uses modded content and i don't wish to ruin their identities.
I definitely do not think it's just a driver issue, considering freshly installed old drivers (2024) have shown the exact same problems,
Triumph has actually stated on their forums that they are aware of, and feel a bit out of control, of latest Nvidia drivers for sure playing less and less nicely with their game. So could just be a downhill symptom of that.
In my tests, the combination with the fewest modules that causes crashes is when only Von Schnitzel's LTCU, Culture Tome Units and Anthro Helmets, and Tomes of Warfare are enabled.
I also have 140 other modules, but if I disable LTCU (and its submodules) and Culture Tome Units and Anthro Helmets when I enable Von Schnitzel's Tomes of Warfare,
Or conversely, when enabling Von Schnitzel's work, disabling Tomes of Warfare will allow the program to run stably.
Additionally, some people reported similar situations in the comments section of Culture Tome Units and Anthro Helmets.
All of these issues only occurred after an update, so perhaps only the developers can fix this problem.
The game ran just fine with both this mod and LTCU enabled for me with around a dozen random others disabled, and also ran with this mod active if LTCU and 5-10 other mods were disabled.
Are you using the LTCU mod? If so, try disabling it and see if things get much better.
This mod appears to do so more than most, but I have no idea why. Maybe this is a limitation of the game engine itself - perhaps larger numbers of units or spells slow the engine down because it is running through a full list of models and/or alterations each time a unit is rendered? It seems just as likely that it may be limited by the power and stability of the user’s graphics card, their memory, the speed of their processor, etc.
If you’re having visual bugs running this mod, try disabling a bunch of other mods and see if that helps!
I then decided to try disabling everything but this mod again, and activating mods from the bottom of the mod list up (with exceptions made for dependencies). The same behavior repeated, with the game perfectly stable for most of the list and visual glitches and crashes occurring more as I got closer to the top of the list.
I also observed very minor instability during testing with all mods except this mod activated, while the base game is dead ass stable for me.
My methodology has been as follows:
Visual glitches and crashes are easiest/fastest to trigger for me by rapidly cycling through large lists of recruitable heroes or pantheon heroes.
I disabled all mods aside from this one and confirmed that this mod runs just fine alone.
I then re-enabled batches of 10 mods at a time from the top of my mod list to the bottom (to avoid dependency problems). As I got towards the bottom of the list, visual glitches began to occur occasionally, then instability dramatically increased in the last dozen or so mods. I attempted to isolate a single culprit, but aside from a general observation that disabling mods that made more changes increased stability, I was unable to isolate any specific mods that are not compatible with this one.
1. Changing the position of the mod in the load list does not make a difference.
2. The mod appears to work fine if all of my other mods are disabled.
3. I'm not having a lot of luck narrowing the instability down to interactions with a single mod. There are a few which (so far) appear to possibly be a factor, but I haven't been able to find a single mod that leaves the game stable with this one after disabling it.
My theory right now is that the game may just get unstable after loading 107 mods into it, and since this one has a lot of content it ends up being the one that tips it over into crashville.
I'll keep poking at it later on, but it's getting late so I'm done for now.
One balance point to make as well; the Tome of the Imperial Mantle does feel like it has some very blunt, loaded enchantments for units. 20% damage, no penalty, at T2 is kinda much, especially because it being order affinity feeds REALLY well into Pyre Templars. And the HP boost is pretty nice as well.
Thanks for thinking on my points, btw!
I really wish I could think of an obvious replacement. The funny thing is, if you wanted to keep a Nordic scheme, I almost could even point to the Caroleans, who would be a dead ringer for having a gun only to actually pull out a melee weapon and charging into the fray, but it'd be even odder from an internal lore perspective to call them that. My first thought would be to check into different Italian mercenaries during the gunpowder era and see if any name is... generic enough, I guess.
In regard to your other points, i do agree with the Varangian, i'm not happy with his theme, but i don't want to transform the tome into the "Caravan" tome, i want to make the unit feel foreign and Mediterranean, but if i can't find the assets needed, maybe i will just settle for a more Middle Eastern Design. Foot Knights feel fine, they should be a more tyrannical spin to the normal knight, the full plate feels too heroic for them. Company Captain could have some Architect assets, but i will need to test it first to see what i can cook.
- Armored Crusader staying is a good call, for the reason you say; thematically, they feel like they can be the "not Good, just Order" choice. But they are, currently, straight weaker to Paladins, if literally only because the Pally brings their heal as well. I have no clue what the correct call here is. It could be as simple as, just like the guy in AoW3, being inherently Control Loss Immune? Or maybe a Taunt or Assault could be a charge as well? Just something to match.
- Could you reskin the Foot Knight to use the new Feudal assets? Specifically the plate armor? For a long time High was about as good as it got for the plated look, but given its name and otherwise looking like a dead ringer, it'd be more fitting thematically. 1/2
The game runs just fine with no mods and almost as well with over 100 other mods enabled, so I don't think this is a fundamental hardware incompatibility since the most recent patch. It doesn't seem to be happening when tome units from this mod are on screen or tome spells from this mod are cast, which is super weird.
Maybe it's a mod incompatibility or stability issues after a certain number of tomes or something weird like that. I appreciate you looking into it regardless! :)
In any case, here are the notes:
Rebalanced some units according to the DLC.
Tome of the Crusader stays as is, Virtue is basically the same tome but i like having a less "Holy" option for RP.
New - Tome of the Silver Coin - Highly experimental tome based purely on economy, still very unfinished, and will be receive more work in the future. (Check Pictures for previews)
I'll tell you, I love the continuing support that this game has gotten from the devs, but every time a new patch/dlc cycle comes through, it breaks the game's mods in a new and exciting way, haha!
The ascension traits don't show their descriptions. Ex. Ascension: Supreme Authority has its name as its description rather than the previous description of "+25% vs T1 and T2 units... etc."
I can confirm that the following exhibit this issue:
- Defender of Faith
- Imperial Commander
- Iron Marshal
- King of Kings
- Supreme Authority
- Overlord
Accursed Acolyte and Calamity Acolyte also have this issue but I can't tell if this mod is the source for those two ascension traits.
This appears to be new with the new DLC and patch, as it worked fine prior. Disabling the mod greatly improves stability. Not sure whether this is an issue with the mod itself or some kind of conflict (I use multiple other mods, so this is entirely possible if nobody else is seeing similar!), but it presently makes it very difficult to use.