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- Additional Buildings: Bastions, Forts & Gates + Additional Buildings: Bastions, Forts & Gates | Province Submod (+1 economy building & +1 military support)
- Johnny's Advanced Buildings (now with Warriors of chaos) + Johnny's Advanced Buildings | LITE Submod (+3/4 extra semi-landmark buildings, but i made submod that nerfs the factionwide buffs as it was too strong for me, making my game too easy)
- Provincial Road Buildings (+1 infrastructure)
On top of that i use many landmark buildings that fill the gap in both major & minor cities when using also 6 slots in minor town, all in this collection: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3315285126
If you have too many slots and too many buildings - when you have many regions it is painful to manage and really not fun to play, so careful with that :)
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3354612146
@Fritz! no sorry, i dont replicate your problem
@zigzag you are most likely missing the required mod Warrior Priest of Morr
Just below your previous question i left a comment with update info but i think you might have missed it 😉
I have noticed that I can't build the tailor or farms at Altdorf. Looking through the db, they were disabled - is that intentional? Means you can't build the eco buildings and subsequently the Jonny's eco boosting buildings (i.e. the cellar).
I have now integrated a patch to the required mod:
Faith of The Empire by Obopmot
- dropping the previous Unlimited submod that was unlocking the buildings. leaving full optionality and releasing a new submod to Johnnys mod: Johnny's Advanced Buildings LITE that will take away the faction wide effects and give each building separate instance so you will be able to build each of the buildings in the capital, but only one of them and nerfed
[Submod] Johnny's Advanced Buildings - LITE
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3362300926
[Submod] Additional Buildings: Bastions, Forts & Gates + Province Expansion
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3362300749
- dropping all added new effects to vanilla buildings and buildings from Obopmot mod Building an Empire / might require look into this for SFO balance for Jopanis Edit: buildings balanced in SFO Empire modpack confirmed by Jopanis
https://drive.google.com/file/d/1-nNEV4wto630gnoMkVJqR1dGO3wlSjzi/view?usp=sharing , https://drive.google.com/file/d/1E3J1zsu0ETV_e9grfG7egLcYKaGxca8e/view?usp=sharing
I do also run............. a fat mod stack... so thats why i think theres somethiing in there but its hard to tell when its easier to disable the last known issue mod
I really appreciate you Chopchop, you amazing soul you :3
This are the packs required in the mod:
obo_emp_faith.pack
gra_knightly_orders_no_reiksguard.pack
!scm_marienburg.pack
ab_mixu_legendary_lords.pack
@xou_emp.pack
!!gra_solland.pack
Mf_Warrior_Priest_of_Morr.pack
boris_todbringerl.pack
obo_building_empire.pack
Please try resub and let me know
As always thank you for ALL OF THE AMAZING WORK AND MODS YOU DO <3
It works for launching the game and other factions... launching a karl campaign, it freezes the moment its supposed to hand control to the player after the camera swoop. 100% of the time! Reliably at least :\
Made sure all mods required are enabled, and integrated mods disabled. Alas its a Hard CTD and no errors are shown so i'm at a loss and have to just leave this pack and its constituatents disabled!
(if I turn off modpack it works , do I have to turn it on if all other mods are turned on already?
The first invalid database record is oeg_temple_hospice_shallyawh_main_effect_agent_enable_recruitment_ dignitary_empire in table building_effects_junction_tables and pack file !!!!!!!!!ChopChop_The_Empire_Modpack.pack