Whiterun has two road buildings for some odd reason
Whiterun has two road buildings for some odd reason
Right, thank you for the answer, I should've kept track of when I downloaded the patch.
Traits seem to be turned off for everything, meaning that no character, agent or general can get or lose traits through the natural progression of a campaign. Tried the command "toggle_vnvs" but nothing. Is there some other way to fix it or is this a game mechanic you've implemented?
Hey, guys. I just came back to my dwarves campaign and realized that most of my generals got random traits added to them, including the trait for not building siege equipment, "Beheld by Valinor" and one or two traits that are evil factions only. I can not remember if I've downloaded the patch since starting the campaign but I do know that these traits were not there (I am sort of a trait ***** so I keep track of these things). Is this something normal?
After further inspection, there are also missing traits, traits that should have the opposite effect, such as faction bonuses in combat, construction cost traits, and also multiple "heir apparent" traits
Here is the save file:
Filebin.net
Rhosgobel I could, and even if it would rebel, there would be no garrison. As for Erebor, a rebel army (I think) moved into the settlement the turn right before reaching the city, this happened in turn 2 or 3 as the dwarves. I'll check in on these with Eryn Galen and let you know if they remain empty.
No, I mean units that are named one thing in the region book but another in the recruitment tab and everywhere else.
Already found the forum and might've tried posting it twice, it is my first time actually using TWC.
Hey guys, I have been playing the mod for a couple of days already, and had been writing down the good, the bad, and the ugly. It's a long list of feedback, suggestions, and bugs; so I was wondering if I should plop it down here or TWC (I believe it's about 6k characters)? Also, I would need to attach a save, how would I go about doing that?
Sorry I missed this, however it seemed to have fixed itself around 20-30 turns later, might've had to do with the next heir ancillary since I gave it away at around that time. Am now 130 turns into the Dwarves campaign and all is running smoothly. I've been working on a list of some feedback and minor bugs I might run into. I'm really loving this project btw, planning on starting a Mordor Numenor or Lindon campaign soon.
Great mod so far. I was wondering if there is a specific place for feedback or are you just reading from the comments?
Finally giving Nibenay some well-deserved love
Loving the new details and additions to the Skyrim Map but are you not adding Shor's Stone or Fort Greenwall?
Because it is just that, it is a remake of the famous Bronze Age mod for Rome, in Med 2
So far, great content and all. Not sure whether it is the game, my computer or the mod, but the arrow keys don't seem to work, and I have to drag my mouse to move at all. Thank you for this early access, really looking forward to A Dream of Spring.
I've been playing this for over a year, and I can't wait for 2.0
FrostShadow007
Jorge joined
Arguing with me is like getting shouted off a mountain only to climb back just to get shouted off again.