I think this is a bug about: "When a faction is killed, game crashes"
Solution is in below:
Twcenter.net
I think this is a bug about: "When a faction is killed, game crashes"
Solution is in below:
Twcenter.net
How to take the One Ring as Mordor player.
- I capture the the Elf Town with the Red Circle.
- Let Nazgul stay one turn in this town
- Next turn, WitchKing with another Nazgul spawn, but not sauron.
I know this is same old question but im unable to find the answer in twcenter / discord
It is kinda easy to use: go to discord -> go to page of game -> bote_annoucements -> download link -> have fun and crash
btw, i put the new link in below:
Drive.google.com
Trait question: Chivalry trait and Religion pagan
I find something weird after checked below Chivalry trait triggers:
-battle3Chivalry_religionislam
-battle3Chivalry1_notchaserouters
-prisoners_payer1
-agents24
-governing6
-governing7,...
those conditions include "and not CharacterReligion pagan" and only High Elves/Wood Elves religion is pagan
As I understanding, HE/WE characters are not able to get a lot of Chivalry traits. Since they are mostly a good factions in BOTET, then why?
I think this excluding condition should be asigned to "evil" factions like Chaos, DarkElves or TombKing.
I think it is considered as a nerf for Skaven:
-Skavens has almost every types of unit in BOTET, its huge advantage.
-A lot of Skavens units are the bad version of the original one from other factions but they are also cheap.
-If i remember correctly, their heros have unique recovery troop skill around 20%, only after Undead faction.
in my personal opinion on adding Clan Building:
- a bit of anoyning if you are the access-everything-in-one-city guy. No judge here
- more hard in early game since their beginning location is already pain in the ***.
- slow down Skanvens snow ball a bit in late game
- I would like to see more diversity between Clans: trait gain, different building access, buissiness, nava,...
jesus christ, this mod is like vampire faction, they are so beautiful and never die
The diplomat setting of this game is extremely hard to have peace with other nation. Getting a long term alliance is impossible.
Here is something I know:
- In H/VH you get a penalty reputation every turn;
- Building temple as a empire nation, you only get small bonus reputation with empire factions but a huge penalty with other nations (chaos, etc,...)
- A lot of factions have the hating trigger when their territory expands and it keep the penalty everyturn.
- Release prisoners dont get friendly bonus from "Evil" faction like TombKing
- From Averland, you get extra hating bonus every turn from Hochland, Dogs of War, Chaos/Warg factions
I dont know how does the texture work. Thats out of my knowledge.
Let take care about your change, may be it WILL cause CTD later. I suggest you ask in Twcenter.net. If you can, put your code/script in that site, some guy will help.
haha, good to know. I want to ask you: in your VC campaign, which turn you get vampire blood knight without cheat? Just curious
Chaos Dwarves: ogre_stbl lv3
4 Unique heroes will spam randomly for VC: Iseara, Neferata (require Karak_Ungor), Vlad, Abhorash
You can check those event in file campaign_script.txt with below path: search "Unique generals"
Medieval II Total War\mods\BOTET\data\world\maps\campaign\imperial_campaign\campaign_script.txt
Is there any event in current game (or in future version) like invasion, event building,...?
I think you should replace your warhammer.bat with the new one
Only some special heroes (include VC) got different battle model.
I think all faction leaders always have a same battle model for their faction and that is higher piority
Correct me if Im wrong
Your file is corrupt. I think you must download it again. It happened with me too
join the Crusades, I believe you only can hire it via mecenary
I agree with you but I think most of M2TW players are hardcode or PvP players. So our idea is invalid :v
I have a suggestion: a lot of event in game happen depend on season (harvest, fishing, MORRSLIEB, OCTOBERFEST,...), may be we need a notification every turn about which month the current turn is.
Thank you, I really didnt expect a long reply with more explanation like that, lol. Since you are here, I get another questions:
1. What is the all different between N/H/VH campaigns. I only know AI get bonus money via script file (Im not expert)
2. I respect your mod focus on lore-wise and I dont request change anything, just asking. Which file i need to edit (like remove the hating script) to make AI more friendly?
Sometimes, I just want have an alliance deal and military accept to help empire faction bashing some invasion troop :v
Have you guy ever get an alliance around the first 30 turns in VH/VH and keep it up? Trade was the only my diplomat can get. Look like everyone hate my factions, lol, DarkElf even rejected 1000k gift from My Skaven diplomat although I didnt touch them.
"Farms don't upragde your food"->farm depend on season(i remember it only work on autumn). 12 turns in game = 1 year.
"Kislev still starts without a diplomat"->yeah. I manually added diplomat into EDB file to play Kislev :v
The armor part is normal. some armor of unit upgrade from +0 to +2 or +3 but you can see the different in their armor after they get upgrade
u can fix it in export_descr_unit.txt:
search for Phoenix_guard_bodygard
in row formation: remove phalanx
May be you want to do the same thing with Black_guard_bodygard (dark elf)
I find a weird thing in Dark elf campaign:
merchants_wharf requires lv1 port/shipwright/dockyard/naval_drydock to build but DE only can builds castle_port/c_port/c_shipwright (its name in decription is still "port").
I never can build merchants_wharf in my original settlement. I must capture other settlement which include port which is unable to recruit DE navy
The same apply to fishing_settlement
Is it a bug a or an option for DE?
For your question: My VH/VH VC campaign, I can access blood knights around turn 60+ but its just for fun cuz I wait too long for this unit. spamming zombie/skeleton + black knight is enough too dominate the map without run out of money.
About AI: I think they dont care about money, In all my campaigns, they all focus in military building. Empire factions always get military guild fast af.
We all saw it. But im not sure it a bug or not. or may be Dwarf will get a special range unit when they capture city with Empire archery ranges, mostly in Empire factions
If you want mod it, try this link:
Twcenter.net
Wait! There is a new beta patch? How do i get it?
no, but there are 2 empire factions have unique gunners:
Hochland:
basic gunner + VERY long range + VERY high damge + lower amor
Ostland has 2:
basic gunner + ALL solders can shot with/without line formdation + ALL solders can shot on wall
basic gunner + double ammunition
I dont think so. lizards already have shotgun guy using flute
Hello!
For training dragon, your settlement must has hidden_resource dragon
About magic_school, I think the moders try to separate between empire factions core army. Empire factions got a lot of options for their army now, may be that a good choice. I afraid you need edit a bit to bring it back by yourself :D
Im glad to hear that. I would like to see Zombie pirates and update of zombie in next version.
Please just ignore me if im annoying you but ... How about consider Vargheists? they looked really cool, man =D
Zombie Dragon is awsome but HE and DE already got dragons. Because the limitation of units and Vargheist is a rare special unit in game (strong mele flying group units), does it has a chance?
btw, thank you for reply me
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