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Tomb kings are very much immortal. At least as long as their tombs are intact afaik.
That would actually be interesting, letting the tks be immortal in the mod as long as they have their starting city.
Ranged units will carry ammo over from battle to campaign. It replenishes at the start of the turn if you're in friendly territory (WoC and Beastmen regen a flat 40% per turn).
wish we could get a mod that just have this, it really would make for a better campage, beace range units now have a weakness after a battle, insteed off allways having 100 % ammo back (unless some units died)
- 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.
I checked and Advance Force effects all cavalry units for a given faction, it isn't high elf specific. You have some kind of mod conflict there.
I don't touch the conductor traits, that's vanilla.
Thanks for your work as always!
Seer is from the tabletop, same place all the magic rules come from. I don't like how mandatory it can feel, especially on regular mages, but I don't mind the idea conceptually. Dynamic regiments of reknown - probably? Don't see why not.
When settlements are traded they lose the replenishment debuff until the start of the next turn when it is recalculated. I'll take a look at fixing this, but when I last tried it was very finicky.
The winter attrition will work at the start of winter immediately. Brauzeit is not a real word, it is a foreign word to everyone, invented by Warhammer.
Now unrelated but somewhat connected, I end the turn and winter happen and now my army didnt replenish and is in fact half dead because the winter kick in is brutal instantly.
Now its all good, a UI bug I guess and a new campaign feature, but my problem is more about the fact that its not easy to track when winter is about to hit, the little UI top left is in foreign language and tells me nothing IMO.
The turn before is written "brauzeit" which seem to refer to brewing season aka winter? so when I see it this turn it means next turn is winter?
You can get a random lore by not manually selecting one. I tried passing a few turns as Alarielle and didn't get that bug with spells, I'll keep an eye out for it. I don't know what could cause it, I need to replicate it to fix it. I don't (and mods can't) change anything to do with units ignoring orders, or else there would be a lot of mods that fix that. Mortal torment lacking a tooltip is a vanilla bug.
@Mini Kawakami Judging You
Huh I'm sure I added research to one of the horde buildings a while ago, but it isn't there. Maybe it got accidentally deleted at some point. I'll add that fix to the next update.
Also I encountered the alarielle bug where i have the one defensive lore of light spell and 4 high magic spells. Took a screenshot.
Additionally, it seems Alarielle on horse has to be reordered to attack several times vs a dragon and even infantry sometimes, make her look stalled, but it’s inconsistant.
And not sure but mortal torment has no pop up text on the campaign ui, but it’s info is there in her details pannel
For city management, I've though about it and it's possible, but a lot of work that probably won't pay off. I don't like empty complexity - such as mechanics that introduce new bars and buttons and stats but don't increase decision making. It's very hard to add decision making via mods, especially when the AI also won't be able to understand it.
Mixed lores is possible but I avoided it because all the spells would go on separate wheels due to a technical limitation. I find that really annoying so I stuck to one lore at a time. Also the tabletop and lore says you can only draw from one school at a time but that was a distant secondary consideration.
@Grzegorz Brzęczyszczykiewicz
Yeah I intend to expand dungeons in time, I consider the current version a bare foundation. It isn't a very important mechanic so I haven't dedicated much time to it yet.