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Will do after SFO is updated since I play with it and want it to be compatible (all of QAI reinforcements will be added).
No, that's why I wrote the ALERT in blue in the QAI mod. There are 16 mods, for all the race + 1 compilation. Either you subscribe to the compilation and EVERYONE (you + AI) gets the summons. Or you just subscribe to specific mods to make it easier/harder. For exemple, you can play Greenskin and sub to Dwarf + Skaven + Tomb King to make it harder. Or just get the Greenskin one. There is no degrading units in all of those mods.
I can but I won't. Why? Because the game does allow you to add any units to abilities. That mean I could replace the thane by queek-headtaker and the game say "Fine by me, invoke one of the greatest foe of the dawi to fight for them." Therefore, it would be possible for Grombrindal to invoke Grombrindal, making two of them fight in the same battle. Why would I allow that? And then, easy, don't make it possible to do that. Meaning I nerf the vanilla experience of 1 faction over the other, if someone pick him as a starter. And then mods like "Recruit defeated LL" come in, everyone has every LL and it's a mess. You can create your custom mod for this, and as much as the lore is respected, the gameplay is not.
They will come however, right now I am in a pickle. I will do both Vampire and TK first, for 1 single reason. Every overhaul LOVES to change a lot of stuff for the Empire and Chaos (both buildings and technologies). As I rely on them, I have to choose which object to use to add the reinforcements on all of them.
I know how to change effects on the campaign dynamics (for example the Book of Nagash for TK or Chivalry for Bretonnia). However, those values are very, very often changed by major overhauls and their submod. As such, and because it would be a true plague to be comptabile with them, they won't be present for the first iteration of mods. Afterwards, maybe I will add them, but probably not, mostly because I don't want 1 faction to be more powerful than their "cultural" equivalent. Like that Alarielle won't have bonus units over Teclis, Deathmaster Snikch neither over Lord Skrolk and Wulfhart over Karl.
The only issue is where do I stop bringing more and more units? For example, let's say we add rangers. The only place I would add them would be the "Bugman's Brewery". Then, I would have to add slayers to Karak Kadrim, maybe hammerers to Karaz-a-Karak tied to the "Siege of Power" ect ect.
That's why, this mod will stay like this for the moment, to stay true to the original idea of TrVi. However, if I see enough people asking for it, I will create an even more OP version with all the special landmarks bringing local armies/global armies.
At the same time, I am currently trying to replicate this principle to other races, starting with the Wood Elves. It will be tied to the level of Oak of Ages and maybe Gaean Vale. But is is a tedious process since I have to manually check each time if all the major overhauls are working and if it just don't crash.
Thank you so much for bringing it back to life, in an improved form!
You, sir, rock! Keep up the great work!