Hi TWC,
Shieldwall: Overhaul is looking for unit artists to help us produce further updates to the mod.
We're working on expanding the roster of available factions. We're looking for people to...
Type: Posts; User: DrunkFlamingo; Keyword(s):
Hi TWC,
Shieldwall: Overhaul is looking for unit artists to help us produce further updates to the mod.
We're working on expanding the roster of available factions. We're looking for people to...
Hi all,
Sorry about the wait. Our team took a bit of a break, which turned into a fair bit of a break, then into a lot of a break, due to the pandemic. When you're chained to your desk for 6-8...
What’s new with population in 0.7?
Well, everything. We were not happy with how population felt or played in previous versions of this mod, so we’ve spent a huge portion of our efforts these last...
Build times are rebalanced with 12 turn years in mind. It is not a straight conversion as simply multiplying the build times by 4 would not make for good gameplay. Buildings in general have been...
Johhny addressed the first two: as for the later question those kinds of things are possible they just require a fair quantity of work to build and test. Events will be something we continue to...
We tried to put in some clothing differences to reflect this difference, but we are limited by assets and time. Seen as this was our first go-over, its likely that the Picts will be updated in the...
Just a little note: while some mercenary units that are local to the isle will be available from turn 1, the majority of mercenary units are locked behind a technology that requires a high level of...
They will be restricted but not that heavily. The recruitment pool system lets us keep the hero and household units nice and rare without any arbitrary limits.
Just gonna pick out a few things to respond to.
1) Traits. Yep, we are rewriting huge quantities of the trait work in the game to reduce the overall number of traits, and to make more of them gained...
I've actually looked into similar concepts. The problem with them, from my perspective, is twofold. First of all, it seems difficult to me to get the AI to play nicely with them. Now, by removing the...
Hey guys: You could be experiencing what I ran into when trying to build additional slot templates. The problem is that Asskit needs to actually have the database files in it, and also that asskit is...
Just to throw in an example, here is the original hex file piece:
66 61 63 74 69 6F 6E 5F 6B 65 79 23 00 76 69 6B 5F 66 61 63 74 5F 77 65 73 74 5F 73 65 61 78 65 3B 76 69 6B 5F 66 61 63 74 5F 6D...
Hey all, this is going to be a quick tutorial on how to go from the :wub:ed up black bar that takes up your entire top of the screen to this:
...
I can confirm that this is fixed.
*misread slightly, this is now *fixable* but not fixed by default. You have to use script to just assign the culture mechanics and then the bar will go away.
It means you can create scripted UI mods using (a fair deal of work/lua knowledge) and those templates. Search the Warhammer II workshop for UI Modding Framework to see what I mean.
https://imgur.com/a/cbd9IDZhttps://imgur.com/a/cbd9IDZ
Hey Magnar,
I'm doing scripting with the Shieldwall Team and we saw this idea ages ago so I took a shot at it today. It ended up working...
I'd gladly help out with scripting but I warn you that from my experience with the script interface so far it's sadly lacking in the 'support for features like estates' department.
I'd recommend everyone at least give the new system a try before installing this. You might find it has its merits.
Game is :wub:ing great.
Campaign UI and Characters are a bit of a step back, but the overall flow of the map is great, the battles are surprisingly satisfying and the battle UI is wonderful. The...
This sadly is not possible. Faction Leaders are automatically marked immortal in Warhammer. If you wish to replace a legendary lord with another lord, you can do so by using the Crynsos Faction...