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The next update will be in about 4 days.
almost everything except climate mods.
- Nagarythe get a different bonus from the other High Elves, while other HEFs share a mechanism called "Arrogance". Other HEFs now adapt to Temperate coasts.
- Lokhir is only adapt to Jungle coasts. While Morathi now have unique entries about Ulthuan, Shadowlands and Chaos Wastes (not important).
- A small change to icon of Imperial cities.
- I will think about Tainted Temple-cities, but I'm not sure if this will be added. In fact, I would more like to make a climate-change mechanism, but there is no corresponding api.
- Small tweaks about Vampires tomorrow.
- Lizardmen, Skaven and Pirates tomorrow.
- Tomb kings will not be changed until I make my luascript work.
I will first update a non-script version tomorrow - basically every factions rebalanced preliminary except for Tomb kings, then I will spend some time working on luascript.
Changes completed till now, in my version under development: (roughly)
- Greenskin will have debuff in public order & gdp while be buffed more with replenishment.
- Averheim joined main Imperial cities, and occupying these cities will now anger Reikland.
- Dwarfs get a mobility bonus in mountains.
- Bretonnia will gain more calvary fighting against chaos in the north.
- Wood Elves have debuff in replenishment and recruitment points in yellow & red regions, together with upkeep cost tweaks in these regions. I encourage Wood Elves to stay at home and make it harder for them to go out.
Attrition for everyone else and public order penalties are probably a must. A massive replenishment penalty too (for when garrisoning). If you can make the respawn script to work, maybe give it to the lizards too.
I do think they should get the jungle mountains as suitable too (they're covered with LM stuff, like stylized waterfalls and such, and it would help Kroq'gar into playing less crazy homicidal) but opposite to plain jungles should still be okay for karak Zorn and Spine of Sotek dwarves, and skavens.
Congrats.
About the greenskins problems - a pair of ideas:
- a global public order reduction per (not-mountainous ?) region that makes big empires unsustainable due to infighting (but at the same time, you can make "civil war phases" to harvest teeth and experience as a player). Including badlands.
- if you can get scripts to work, give the greenskin homelands one that uses a mix of the bretonnian campaign start and the "THE SKAVEN" mod by Zarkis - they will always rebel given time, and always resurrect their starting greenskin faction. Razing them regularly is the best thing to do to contain them, taking them making them go back faster. Even better if you can make them respawn on ruins. This way they don't get steamrolled by the AI and with the last point, won't steamroll others neither.
High evles will be adapt to Temperate coasts. and more tweaks about Ulthuan to be done in the next version. Overall, they will still not like living outside Ulthuan, but it would be no longer unacceptable.
Skaven will get bonuses about replenishment and development, however will have more trouble in loyalty.
Lizardmen will get bonuses about many things, maybe maintenance, but I haven't make a decision yet.
Tomb kings will have a slashed-edition of Dynasty Revival system, because I'm not able to do this in luascript. They will get global bonus with desert regions under their control. As a balance, Settra and Arkhan will have trouble in replenishment outside of Nehekhala.
Pirates will have trouble in the hinterland, in my opinion pirates are too strong in the campaign game.
Expectations for balance under progression:
Climate adaptability of Greenskins will not be weakened, but I'm planning to do something about their public order so that expansion will no longer too easy.
Greenskin is actually very poor & weak under the control of a player, however very powerful as an AI. So it is not very easy to do the balance because I donot hope to see dwarfs clean up them thoroughly, and vise versa.
Diplomatic influence from climate will be slightly reduced.
Basically all new world factions will be rebalanced.
I want to design a system like Dwarf Grudges or SFO Green Tide, which is linked to provinces, and maybe techs and heroes. I've roughly sorted out my ideas, however I haven't done anything like that yet, so I need a week to validate my ideas and weed out those that I can't.
"Dynasty Revival" system in progress."
What do these mean?
I don't know wot ya're try'n ta entangle wit' ere. Anyway, ma mod iz much severa now dan before.
And did I take his code for refenence without premisson? - I did. "
This is all I need to know, to know that you are not a good developer.
Respectful people ask permission before they use things.
Thieves take them without permission.
You are a thief, and that is all.