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
Here's my submod:
https://steamproxy-script.pipiskins.com/sharedfiles/filedetails/?id=2845656832
I've been running a different mod that removes all major settlement sieges, but it seems this mod is being overridden (Bretonnian factions still have their own sieges).
From the pack file, I see your mod changes the building_effects_junction_tables and is on higher priority, would anything break if I simply made the other mod have higher priority?
If you enjoy this mod, I hope you continue to enjoy it, it means the world to me, and read the change notes if you are interested in reading the details.
As always, I change a lot so there are some minor changes I may have left undocumented.
This mod no longer contains the Men-at-arms (Crossbow) & Knights of Crescentia units.
Check the change notes for more details.
If you are in the middle of a campaign, you won't be able to recruit more of these units, but they will still be present in your armies.
My advice would be to be keenly aware of your income and upkeep, as well as the completed vows of your lords. This campaign makes money more of a constraint so I advise you to use more peasantry in the early game. The techs are especially important, as they are redesigned to allow for more peasant units and upgrade some of the more ubiquitous units that otherwise get little love in the vanilla tech tree. It could also be possible that you are playing on too high a difficulty, this mod is meant to make things a bit harder - you should consider playing on normal so that the A.I. doesn't get the ill considered and unfair buffs that CA gives them. Higher difficulties doesn't make the A.I. smarter, just more overpowered.
If after all is said and done you are still having issues, feel free to leave feedback.
it's well made and thoughtful and everything I'm just finding it impossible to get a reasonable game with it enabled.
I didn't downvote it or anything because you obviously put effort into it.
i wanted a total rework and unsure if the collection you have works together if i enable them all is how im suppose to do it?
Okay, interesting, you might be onto something. I'll take a look later.
I tried the other version of your mod 'Lily's Bretonnia Overhaul + Unit Pack: Definitive Edition' and there tooltip for the ability works, it just does not work in this version, at least for me, even if i ONLY enable this mod in the launcher.
Oh? It works for me, i'm wondering whats wrong on your end then.
It should be showing up as Knightly Tempered, and the description is "For the Lighthearted!"
The new ability this mod adds to all Knights does not have a name, the one that adds acceleration and physical resistance, missing name in the tooltip and description.
their quests to obtain the legendary lords will fire with no issue but your peasant cap gets messed up.
I'll be deleting your messages since its a lot of clutter in the comments section, I was only expecting a few screenshot links.
I believe this script still works as intended, the issue you are describing occurs usually when used with another mod, such as blessed bretonnia, which also contains the peasant economy script. When this occurs, it will overwrite my edit to peasant economy but still display my UI (so it will be out of sync).
I can take a look at your mod list if you'd like, and I can point out where the issue is likely occurring.
Its out, check my profile :)
Im pretty sure you can build guild halls across bretonnia and the empire, it's just places near repanse where it's an issue sadly.
An yeah I know there's a lot that goes into adding buildings, I love the concept of the guild hall though. I'm not seeing any conflicts via the mod manager and it works in Couronne so I have hope it can be made to show up in at least the other Bretonnian major settlements.
Thanks!
Guild hall is a bit buggy, you can make it many settlements but not all. I hope it is not too much of a bother, not sure why it doesn't effect all settlements, it is my first custom building so its probably a mistake I made with one of the tables. Other than that I'm glad to hear you are liking it!