Total War: WARHAMMER

Total War: WARHAMMER

Slayers Lore and Fairness Mod
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Update: 27 Jun, 2017 @ 4:34am

Update: 27 Jun, 2017 @ 4:29am

Update: 9 Jun, 2016 @ 2:40am

Weapon Damage down from 36 to 12.
Weapon Armour Piercing Damage up from 12 to 36.

Update: 9 Jun, 2016 @ 2:10am

Amended the values somewhat as it allowed recruitment of too many Slayers in the early game.

You now start with a Cap of 4, which increases by the following amounts:

Slayer Shrine: +2 Slayer Unit Recruits
Monument of Grimnir: +4 Slayer Recruits
Great Slayer Shrine of Karak Kadrin: +6 Slayer Recruits*.

Because the Great Slayer Shrine also provides a garrison of 4 Slayer units, this is a net recruitment gain of 2 Slayer units.

Update: 8 Jun, 2016 @ 5:25pm

Major update for you, fellow Dawi!

I have managed to get the Building-based Campaign Cap operational.

The following buildings now affect the number of Slayers you can recruit:

Slayer Shrine: +2 Slayer Unit Recruits
Monument of Grimnir: +3 Slayer Recruits
Great Slayer Shrine of Karak Kadrin: +4 Slayer Recruits*.

You also have a base allotment of 8 Slayer units, which will be diminished by Slayers present in your garrisons (by building a Runic Gate, for example).

*Note that because the unit cap is also filled by your garrisons, this is a net 0 for recruitable Slayers, given it also provides a Garrison of 4. This is intentional, for now, though I'll need to do some more testing to see whether I want to tweak the amounts.

Update: 8 Jun, 2016 @ 1:30am

Deleted the unused data and renamed the table to prevent conflicts with other mods. Sorry to anyone who's had any trouble getting things working because of that: I didn't even know it was necessary until now!

Update: 6 Jun, 2016 @ 5:02am

So it looks like the Campaign Cap does work the way I intended, but there's some sort of hidden counter which prevents the recruitment of the full complement as configured, so I've upped the cap to 8 to accommodate this.

It is likely that you will be able to have somewhere between 5 and 8 Slayers active concurrently. I don't know what is affecting it to stop it being a set number.

Update: 2 Jun, 2016 @ 7:24am

Removed Campaign Cap for now. It seems to set the cap of the number you can -ever- recruit, rather than at any one time as I had intended. To investigate what I did wrong and add the cap back in once I figured it out.

Update: 30 May, 2016 @ 4:28am