Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
But feel free to modify and upload your own version if you want.
I don't have WH2 installed anymore, so I can't check.
Anyway, there should be no incompatibilities between the mods.
Skill dump is a zero-effect skill that the author made so that when you run of skills to put points into, you can simply pick that useless skill so you don't have points hanging around remaining.
I am afraid the AI will start putting all the points into skill dump or something 😂
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2909055000
I really love this useful mod for TWW2. Do you need help with porting it to 3? It's too much of a work for one person but for a few people it could be manageable.
1. Saw 40 lvl Boris Toddbringer on a pegasus. Quite ineffective if he has access to the Hippogryph.
2. 38 lvl Orion had mostly decent skills, although putting 3 points into additional Untainted in the blue line when so many other goodies are available is definitely a waste. In the first section there is a ability that boosts ambush chance and missile attack during ambushes - definitely more important.
3. Skill-wise AI WE seem to prioritie archers and wardancers, and then dryads/eternal guard. It's not a terrible choice, but I would definitely put the skills that boost Tree Kin and Tree Men higher in the list than dryads and eternal guard.
Thanks for the hard work!
Check the new description and change log for details.
The problem is that many of the skills needed to get there offer almost no benefit to the AI, especially for WH1 races.
It's not really possible to tell the AI to get campaign skills AFTER it has acquired all other essential skills. The systems isn't build for that and several rules that CA made interfere with this idea as well. I can't remove their rules without causing massive compatibility issues. A workaround may be be to add a crapload of skill synergies...
I will take a look at campaign skills again and see what I can do.
The AI avoids weak mounts in the early game and gets the strongest one most of the time.
However, in the very late parts of the campaign characters run out of skills to spend their points on and can go back to a weaker mount. That's of course the opposite of what I want to achieve.
Should I revert if to vanilla where AI characters just spend points on all mounts as they unlock?
I will continue to make tweaks if I see room for improvement.
Dwarfs are next.
Does this also apply to chameleons?
Hope it's not centuries as I'll have to have a word with that Vlad bloke. Don't force yourself, if it's not enjoyable go off and do something else :)
Depending on my motivation this mod might take a couple weeks, months or centuries to fully update. I will probably push out smaller updates as I do this.
I will probably only install the game when the next DLC is out so it will be several months.
Thanks for letting us know.
And for the mod of course :)
Only a couple skills were added and changed in the last update so the mod should work fine.