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
- Consider moving the visibility range boost from the research building to the undercity detection / intel building. I feel it might make more sense there, considering that one is supposed to be a scholarly building while the other is recon / intel. It would also make the intel building more useful.
- It seems that you can't use intel on armies in vassal territory. Perhaps you should be able to.
- Consider allowing the use of intel to reduce enemy army movement in adjacent regions. I haven't found myself using this option very much. Due to how much movement range there is in this game, it's likely that the AI will capture the region's settlement before you manage to use the ability. If the AI starts the turn in your territory, the movement reduction is usually insufficient to prevent them from capturing the region's settlement.
Thanks, I've tried replicating the same situation with those units and reloading a save but it doesn't want to bug out. Always a pain when that happens. That ammo code is pretty old too, I just copypasted it from an older mod, and there hasn't been any complaints about it. I'm gonna guess it's a weird incompatibility with some other mod, but I'm not sure how/why.
army_out_2==66;wh_main_dwf_inf_quarrellers_0:0.54471153020859;wh_main_dwf_inf_ironbreakers:0;wh_main_dwf_art_grudge_thrower:0.75;wh_main_dwf_inf_quarrellers_0:0.70673078298569
My grudge throwers clearly had ammo after the battle finished, here it says 0,75 but when I started the battle the game started them with no ammo at all. May be because I loaded the save just before the battle (as I stopped playing and then came back) and as such the script bugged?
That's a weird one, I haven't seen that happen before and I played dwarfs semi-recently. My mod saves the ammo of each unit on the campaign to a text file inside your warhammer 3 folder called "wegh_svr.txt". It would have to specifically record that every unit had 0 ammo for that to happen. There would be a line in there that said something like
army_out_1==23;wh_main_dwf_inf_quarrellers_0:0;wh_main_dwf_inf_quarrellers_0:0;wh_main_dwf_art_grudge_thrower:0
The "wh_main_dwf_art_grudge_thrower:0" part means grudge thrower has no ammo. If it was "wh_main_dwf_art_grudge_thrower:0.5" it would mean the grudge thrower has 50% ammo remaining. Do you have a line like that in there despite the campaign saying those units had ammo remaining?
Erm, I generally play on L/VH but I've played the game so much that I waste time making mods for it. Cop-out answer - whichever difficult is fun for you!
I'll take a look at the ocean attrition, I think it might be possible to change that for AI only? I think..?
I kinda wanted to overhaul research trees entirely, give fewer choices but impactful stuff only like new abilities or unlocking units rather than +10 growth or +4 melee attack or whatever. But it's so much work I don't know when I'll get around to it.
End game scenario slider changes how many armies spawn. CA didn't tie it to campaign difficulty so neither did I.
I forgot one thing. The AI seems unable to follow a safe route at sea and is experiencing a lot of attrition (High Elves and Lizarmen on my Teclis campaign), maybe disable AI attrition at sea only? or reduce it by 50/75%?
One last question, is there a recommended end game scenario to play with this mod (apart from Chaos Invasion) and what value to choose in the difficulty slider. I don't understand what these values correspond to because it does not seem to adapt automatically with the chosen campaign difficulty. I suppose the default value of 100 is adapted for normal Campaign... So on hard 125/150 very hard 150/175 and legendary 200 ?
A suggestion, maybe slightly increase the percentage of the building research rate (scholar for kislev in my previous campaign) to +15/25/35 instead of +10/20/30% and also slightly increase the view distance of the colony? In my last campaign with Teclis I saw no point in the first 70 turns doing a single building accelerating research (which generally brings fairly minor bonuses (+5%, +1/2 rank etc.).
Otherwise excellent job, it's my favorite mod by far... and I've tried a bunch (Sfo is incredibly overrated, I prefer Radious with submods to make it harder but in the end its still too oriented towards "armies galore")
Greetings. What is the recommended game difficulty (campaign and battle) to play with this mod?
I usually play in VH/VH (vanilla / Radious or with AI mods).
I would try to play a campaign in VH but I fear the AI will be too advantaged (+2/3 recruitment slots I suppose + upkeep reduced + reconstitution bonus + public order bonus etc.) which would break the balance of this mod (slower progression, importance of battles, killing the legendary lord to put the enemy faction in difficulty... at least for a few turns).
Furthermore, I add that the Eltharion faction (Yvresse) seems super difficult to play if we decide to keep control of Yvresse when the choice is given to us from the first colony conquered. Loss of money from the start of the game (-600 I think) despite two poor armies.