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Raportează o problemă de traducere
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3554367898&searchtext=the+hung
Not The Hung mod! Just a conflict. I love this. <3 *Throat singing intensifies*
OHHHH since it specifically says 50 by turn 100 I thought that the failure condition is met if you have less than 50 by turn 100 and that turn 100 has been chosen to align with the timeline when Chaos attacks the empire in mid-late game.
My bad 100%
Its just really unrealistic and annoying when my VASSALS aka my SERVANTS work against me and not for me, you know what I mean? They should boost me, not stand in the way of my objective. Like, bruh im your overlord dont make my life harder xD
And if I just dont make them I loose out a big chunk of income /= I wish I could just take capitals instead to boost me.
By the way if you fail the quest what happens? Do you just never get the choice? I feel like 120 turns would be better or maybe it re-checks every 10 or 20 turns if you got enough steppe. Cause 100 is at least in my opinion too tight. Especially cause you also have to sometimes go back to get the plunder to your camp.
I was playing as the faction that starts above Naggaroth in the top left corner. The guy that can turn into a demon once he's high level.
I found it impossible to reach the main quest (50 Steppe regions in 100 turns) because your vassals can take land that you then cant turn into steppe and if you make someone your vassal the land also won't become steppe. I was close don't get me wrong but the mechanics work against each other.
My issue is not that the vassal removes the steppe but a settlement captured by a vassal is not a settlement I can plunder anymore thus apply steppe so they "steal" the settlements thus making me travel farther and trying to outplay my "vassals"
(those issues kinda happen too cause the vassal system in general is really bad from CA)
Cool idea, nice roaster but bad execution of mechanics.
Anyone working on an SFO sub for this?
检查一下你自己的模组列表,大概率是你这边冲突了
* Man-Chu and Mung Narrative Quests should now properly deliver their rewards/chain missions when completed. Will likely require a new campaign start
* Zao Korr now properly receives his mount, Tsusan, upon completing his third quest battle
* Another attempt at fixing the unpredictable Turn 1 crash (please report with as many details as possible if it persists)
* Reduced the chevrons granted by the "Dolgan Boneknife" and "Kul Greataxe" followers
- Adjustments to Tribal Gathering "Settling" UI
* Added to the "Khan's Hoard" tooltip to make it clearer how to acquire the resource
- Hung vassals are now granted immunity to Chaos Undivided corruption
* "Camp Builder" skill now properly reduces building costs in Tribal Gatherings
* Basic army formations added
* Reduced follower drop rate
* Death worm melee weapon adjusted to yield more damage/kills
* Adjusting how Hung vassals and the rogue "Hung Warband" faction interact with diplomacy to avoid the player being put in softlocks or strange wars.
* Continued vigilance for the mysterious Turn 1 crashes
* Ur-Khan (on foot and on mount) difficulty landing hits and dealing damage
* Ur-Khan's surplus of abilities causing some to be unusable
* Zao Korr's 3rd quest battle not ending (I've been unable to reproduce, but we've received reports)
* Tier V Tribal Gathering garrisons consume one of the unit capacity for Khan's Guard units