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I am writing to report a specific conflict between two popular mods for Total War: Warhammer III: “ (Moon Isles)” and “(Sea Dragon).”
When both mods are enabled, a critical issue occurs during confederation: the unique shipboard buildings added by the Moon Isles mod are completely overwritten or replaced by building assets from the Sea Dragons mod. This breaks the intended gameplay mechanics of the Moon Isles faction.
Steps to Reproduce the Issue:
Enable both the “Moon Isles” and “Sea Dragons” mods.
Start a campaign with a Cathay faction
Use a console command to force confederation with the Moon Isles faction.
After confederation, observe that any shipboard settlements only can destroy , buildings that belonged to the Moon Isles faction now display visual assets, and potentially functional properties, from the Sea Dragons mod instead of their original Moon Isles versions.
Thank you for your attention. Both mods are excellent.
the idea is that you need to be ultra aggressive and charge into melee in order to charge up your army abilities (which can not only heal you, but also refill your vigor to temporarily turn off the Plague of Sleep debuffs).
Thematically it's a great mod!
All of the recruitable units are Albion units when both mods are enabled.
Really wonderful faction mods you've made, I love all the flavour in them while still feeling like they could actually be in the world of Warhammer.
That said, don't worry about losing ghosts. They're cheap fodder that can be replenished quickly from your summon ghosts recruitment pool.
Do you have to wait for the starting High Elf army to attack you so they're coming to you in the battle, or am I misunderstanding some debuff my ghosts have and they're dying from being out of combat faster than they should?
Your goal as this faction is basically just to haunt the sea lanes and the coast and stack up spirit traces until you complete the campaign objectives. There is no definite end goal. You just kinda roleplay as ghosts who bother passerby. I suggest using this mod with IEE so you have easier access to the mainland.
For some reason when I load this mod with the OVN mods loaded as well all of the roster for this mod is replaced by the OVN Albion roster.
Anyone have any ideas as to why this would be happening?
the thing is, even when they only had 5 ammo they were a great unit, because they're a high speed flying wrecking ball with a devestating charge animation, that can easily go toe to toe with non magic enemies.
i actually manged to beat 1 1/2 sect really good of akhalee armies primarily with 3 Diao si gui, the rest of the army were hungry ghosts and cursed islanders who died very quickly to the magic attacks.
i commented this before on the curse of nonchang main mod, but it would be cool to see the bats reskinned to fit the eastern horror theme, even if it were something as simple as a swarm of severed heads.
I think it'd be cool if you added some defeat traits for your legendary lords. Akhalee could give the new bleeding contact effect you made, for example. The maiden of the black lotus could maybe give a double edged trait, because in a lot of horror movies defeating the great evil doesn't leave the hero unscathed.
It could be something like "Tainted": coming into contact with all the evils of nonchang has left you spiritually scarred
the lord gains the hungry ghosts cursed touch contact effect and then some negative effect(s)
no idea what Xu Yaoji would give, poison attacks is the obvious answer but thats not super exciting
Thank you!!
The following mods cause a crash to the database: jade_vamp_pol_lotM.pack
The first invalid database record is jbv_shrine_cult in table ancillaries_tables and pack file jade_vamp_pol_lotM.pack
The application will terminate now.
Does anyone know what I did wrong or how can I solve the above case? Not a modder btw. I just want to play this Mod :(