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Nahlásit problém s překladem






Yes, it is intentional. The other two tiers are exclusive to Morathi. Also, the docs file does have those two variants marked as only for Morathi's faction under the landmark names column.
I don't believe I have any landmarks at Mordheim, what is the name of the landmark?
Heroes of Legend is only a companion mod and is not required to run this mod.
Done. Thank you!
https://steamproxy.com/sharedfiles/filedetails/?id=3591027782
What CheesyRamen said above you is correct, OVN Lost World does not change anything about a settlement other than localisation (I made the majority of the landmarks in that mod so I'd know if there were some incompatibilties landmark-wise). The problem you're facing could be related to not having Mixer enabled or maybe some mod didn't install correctly.
@요술 쓰레기통
What do you mean? RoRs and other units added in this mod should all be recruited from the regular recruitment panel after building their respective landmarks (unless you've manually disabled that in MCT).
@Thelonious
If it makes sense, maybe. Which landmarks were thinking in particular?
Yes, they do. All landmarks that are available to any faction + some Empire ones are enabled for the Southern Realms as well.
@Fizzle_Boom25
Sure! Just credit me for the Dragon Company somewhere in your description.
@fandach
I believe its just for one of the landmark's garrison.
@奥威尔·切瑞先生
I'm not sure which landmark you're talking about. Are you sure its from this mod?
I'll set it up so they are just regular rangers if your mod isn't installed.
He was supposed to get some more content with that landmark but I haven't had the time to add that stuff in yet.
You're not forced. Re-read the Description.
- Place Mixu's Unlocker above this mod (if you are using it)
- This mod will work fine without the Unlocker but you will lose the ability to build a large number of landmarks.
Not 100% sure, but I'd guess it'd be down to editing these tables with what you want added: "armed_citizenry_unit_groups_tables", "armed_citizenry_units_to_unit_groups_junctions_tables" & "building_level_armed_citizenry_junctions_tables".
Updated for Patch 6.3!
@maxlanz
Yes.
Due to how garrisons work in game atm, some buildings share units from a variety of different faction (such as emp forts or helf gates for the different races taht can occupy those). This mod has some landmarks accessible to TEB that provide garrison of empire units, but in order for those garrisons to show up, those units need to be enabled for that race. This inadvertently causes buildings that share units to end up giving those same units in places where they aren't supposed to be. Nothing much I can do about that given its a vanilla thing (other than removing those garrison units entirely from the race I guess). So this mod does not actually put vanilla Empire units into TEB garrisons.
Ok, so this is kinda similar to the reasoning from above, there is a landmark that provides a garrison of some vanilla empire units (Blackstone Tower I believe) but they'd need to be enabled first to show up in the garrison. In this case, it also means the tooltips consider them part of your roster despite them being exclusively for a garrison.
I have isolated with only Mixu, MCT and your mod enabled. I tried creating new campaign with only this and somehow the cards of Captain hero and Hellstorm rocket Battery appears on the techs i listed in the bug report discussion.
I don't believe there is anything in this mod that gives Dwarfs access to vanilla empire units.
I have encountered a weird behavior where some vanilla generic Empire units appears in the Dwarfs tech tree. I have put details in the Bug Report discussion. Is it intentional because a landmark gives you access to them or maybe a bug ?
Probably not anytime soon.
Darn. Damn the system and its infernal complexity...
Ah, it would appear exactly that was the issue, I'm an idiot >.<