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I don't think I ever made one!! I'm sorry, deviant!
Oh fuck. Only just saw the 3.2gb update. Guess I have to.
Eh, go ahead and use my mod! It's little more than a reskin anyway tbh. I'm totally done modding for this game until my computer can handle playing it again lol.
Here you go dude a version that works I think, hand in hand with SFO.
I'll have to play the mod after it's done until the Warp-Turbine Plant is constructed to see if the unit cap for [Halberd and Shield Stormvermin] gets a +2, but if it doesn't work I might just scrap the unit cap for that instead of going through too much headache, lol.
Here's his mod - https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1705026860
Hmm, as for balancing, I usually just do tests with units at a similar tier and cost and see how they compare with vanilla units. Probably not 100% perfect though.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1741732221
Perhaps a grateful change without breaking the lore, would be globadiers with poison, as well as monks plague;).
The link does not work .
Sorry for the inconvenience again: p
Here you go.
Sorry for my English, it's not my native language.
I wanted to ask you if you could do a mod, only with Stormvermin (Halberd & Shield).
I think it is the most remarkable in both the image and the history of the skaven.
Greetings Kaosen
Anti-infantry Clanrats, Plague Monks and Stormvermin all lose to similar-cost cavalry at a rough casualty ratio of 3:1. 3 Skaven losses for 1 enemy loss.
Anti-large Clanrats, Plague Monks and Stormvermin win against similar-cost cavalry at a rough casualty ratio of 1:1. 1 Skaven loss for 1 enemy loss.
The situation is similar with monsters with Plague Monk Halberds performing perfectly well in distinction from regular Plague Monks.
However, I would really like to add "Snare" to plague monks and bump their cost, cos that's cool.
Idk if you have noticed, but all Anti Large melee infantary have or high armor or very high health, something the plague monks dont have.
I like the Plague Monks having halberds too much at the moment, especially for Skrolk. They'd add slight tactical variety for plague monk armies and their anti large and frenzy lets them be sort of a reckless Skaven version of slayers. If I just made them anti infantry again they'd be almost the same as regular plague monks, and I want to make sure they have some distinct differences first.
(also, sorry about the description. pro tip: Make it outside steam, save and then copy it here and just adjust it, i used to do that in the mods i had).
The only references I have for all the units (except plague monk halberds) were any image, GW artwork or some kind of wiki/info page that could possibly give me any excuse to make a bunch of units.
In terms of their balancing I simply took the appearance or feel of a unit and its equipment and tried to logically extrapolate what they might excel at in the field, and how I might distinguish them so that they'll have very specific uses, strengths and weaknesses and not just be another reskin, mostly....
https://warhammerfantasy.fandom.com/wiki/Throt_the_Unclean
https://warhammerfantasy.fandom.com/wiki/Things-Catcher
From what i know, the real life Man Catcher is not a very offensive weapon. Its more a controlling weapon. It would make more sense if the unit with it was:
1- Renamed to Plague Monks (Things Catcher)
2- Changed from Anti-large to Anti-Infantary
3- Did little damage themselves but had a good amount of debufs, like slow, MD and MA lowering debuffs, maybe even armor lowering debuffs
They role would be to make the unit they are attacking (probably a elite) become very weak to any unit, making even clan rats be able to do a lot of damage to them.
(i cant find any reference to the units you made in google and the pic you are using for the plague monk looks more like a person catcher (forgot the name) than a proper halberd)
I never got the feeling the units were unbalanced.