Total War: WARHAMMER II

Total War: WARHAMMER II

Guv's Nakai Buff and Bug Fixes Mod (Updated 2021-08-01)
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Update: 16 Dec, 2019 @ 2:26pm

Update:
Other:
Increased loot value from gifting settlements from 0.33 to 0.56.
Roughly a 60% increase. This should increase value from provinces which you fought hard for.

Updated Nakai's faction military_generator_config. Increasing value for Kroxigors and monster units in general for Nakai's army.
This is to prevent Nakai from prioritizing less quality units over kroxigors and better monster units.

Skills:
Added AI utilization hint to set "Spawned of Itza" as "USEFUL_ALWAYS".

Lord Trait:
Replaced "Campaign Movement Range +10%" with
"Spirit of the Jungle: Nakai will always remain wounded for no more than 1 turn"
Added: "Immune to all Terrain and Sea attrition (lords army)"

Motive: Being the Spirit of the Jungle and The Wanderer, I have noticed in especially Mortal Empires how he darts off to fight the Norscans, because
he's at war with them on the start. What you likely didn't know, is that CA only made it so you as the player start up in Norsca, not the AI. So the AI will have to march all the way up there.
This will ensure that he will safely be able to do so without losing 80% of his army. Also, the "Spirit of the Jungle: Nakai will always remain wounded for no more than 1 turn" is mostly
flavour, since in his lore he is almost nigh immortal, being able to take the worst punishments and still be able to stand up and continue walking. This will also help the player's situations
so Nakai's armies doesn't have to suffer for too long before Nakai returns, as they're desperately dependant on him.


Buildings:
Minor horde buildings:
Increased Horde growth from minor horde buildings from 2/4/6 to 4/6/8
Motive: This is because the minor hordes are practically useless and already very overpriced.

Adds recruitments for certain buildings:

Main Minor Horde building:
lvl 1 - 3 main minor horde building:
+2 (+3 on lvl 3) horde recruitment slots
Skink cohort, Skink cohort (javelins)

Minor military buildings:
lvl 1 - 3 Saurus/Skink minor horde building:
Saurus Warriors, Saurus Spears

lvl 1 - 3 Cold Ones minor horde building:
Feral Cold Ones

lvl 1 - 3 Dino Monsters minor horde building:
Feral Stagadon


Motive: Why give recruitment? Aren't they supposed to be 100% global based from Nakai? Yes. That is true, in theory. But the problem is that it's garbage.
The AI has no idea what to do after they create a new minor horde, so if Nakai falls, they cannot recruit anything and are stuck with +2 horde growth which
means they lock themselves to proceed. This aims to fix the AI from locking themselves out from proceeding campaign. This may also help the player from not
creating garbage minor hordes early, so they can actually do something, even thought it's not a reliable force come midgame and lategame, so global will be essential regardless.

The local horde recruitment from these minor hordes are slow with unreliable warriors. These are temporary at best to provide just enough defence to be able to hold out on your own
while waiting for Nakai to settle again. The local horde recruitment will eventually overtaken by global recruitment come lategame with techs and corresponding buildings to reduce recruitment
costs.

Update: 13 Dec, 2019 @ 5:26am

Potion of Speed update


Update:

Lord trait:
Added "Campaign movement range +10%"
(Tried to make it into "Campaign movement range +20% when starting in allied region, but couldn't get it to work. Boring right?)
Increased recruitment cost reduction for Kroxigors and Sacred Kroxigors from -15% to -30%

Buildings:
Changed so Sacred Kroxigors can be recruited from nakai main horde building lvl 4 instead of 5
Changed so Kroxigors can be recruited from nakai main horde building lvl 2 instead of 3

Motive: The Kroxigors are essential to keep him alive early on. This ensures that you can get access to Kroxigors for the Kroxigor lord earlier on.

Added Unrestricted casualty replenishment from Nakai's main horde building +2% to max 12%.
Reduced casualty replenishment bonus from the "monuments" building chain from 2%/4%/6% to 2%/3%/4%

Motive: Why!? Madness!?: Ok, so I am sure many of you have played as Markus Wulfhart and you notice thsat Nakai's faction get's deleted at turn less than 30. Boring right?
Well, casualty replenishment has something to do with it. After carefully investigating with a test mod to observe Nakai's faction, the problem they stumbled upon the
most even with this mod enabled was casualty replenishment. It is really bad and Nakai has no time to waste. Comparing with other Horde factions, Nakai is really
underwhelming. Chaos has the benefit from their Technologies, Beastmen can hide and Vampire coast has busted replenishment all around. Now I have no scripting knowledge
or anything, so something like that has to come at the players expense and experience too. However, I am going to compensate of course with some casualty replenishment
nerfs along with it.

Nakai's main horde is the most important one and should be able to be kept alive. This attempts to ensure that.

Update: 5 Oct, 2019 @ 8:21am

Nerfed income bonus from vassals for faction effect from 75% to 50%
Nerfed income bonus from vassals via ritual from 25% to 15%
Nerfed Minor horde main building upkeep reduction bonus from -10%/-20% to -5%/-10%.

Why: The unit quality for Lizardmen are very strong, meaning that Nakai can forge very strong armies that will turn into auto resolving beasts. This nerf hopes to make it more fair and less OP stomp stomp as you now have better access to make more armies in mid game and late early. With further testing, more issues will be adressed.

But wait, there is more!:

Changed so Sacred Kroxigors instead of forcing you to reach lvl3 skink building you now require lvl 5 of Nakai's Ziggurat building.
Kroxigors should be a safe access to him, since the regular kroxigors are accessible by just lvl 3. Why can't the Sacreds be then?
They're not much better to be honest. Doesn't make him OP.
(removed sacred kroxigors from skink lvl 3 building in the process)

Update: 4 Oct, 2019 @ 2:43pm

Release