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
This should address issues related to UI not updating, armies not aggroing correctly etc. Please let me know however if you encounter any further bugs.
Other fixes include a bug fix to the towers not upgraded which fixes a vanilla bug.
I have also included the new Omens of Destruction units into the various spawned armies.
So I believe it's a limit of wh3 not being able to handle all the mods. (Again with only this mod enabled all works well)
So many swordsmen and global buffs to Jade Warriors. I just assumed that it was various High Elf Princes trying to one up each other by building ever taller towers at that gate so they had the tallest one :P
The Kurgans spawning as Chaos Dwarfs is a limitation of the engine requiring factions that already exist on the map to spawn armies by script and not wanting to datacore to rename the faction name.
The only other maybe strangeness I've seen is the Kurgans spawning in as a Chaos Dwarf faction rather than a Norscan one, but that definitely makes them a lot scarier to deal with a lot of the time.
One suggestion though -- would it be possible to make the Kurgan Warband more willing to do single-faction armies? Right now, here's what happens: the invasion starts, and you see that a bunch of (for example) Tzeentch lords and units spawned. But instead of filling out its stacks with other Tzeentch units, the next turn they start adding Nurgle daemons. Then the turn after that they start adding Chaos Dwarfs. I'm wondering if there's some sort of timer that can be lengthened here so the AI has more consistent theming? Like maybe give them 5-10 turns of "spawn Khorne units" before they switch to "spawn WoC units" or whatever, instead of the 1-3 turns it seems like it is now.