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And I did not play any "warhammer" myself (except some unit testing) more than a year.
Because of what C.A. have done to these games. (Game 2 ambush bug and no Q.o.L. ports. Game 3 trash sieges and horrendous campaign A.I. with no challenge after turn 40.)
Also, C.A. refuses to fix horrible sieges in game 3, so I will not, most likely, ever port this to "Warhammer 3". And will not work on this mod here.
I think there is a problem with the mod.
Can it be caused by other mods or something?
https://imgur.com/a/zmPMSqD
I missed a damn royal Hippos...
Or maybe it is the cause of Mortal Empires?
Maybe, and a very big maybe , I will look into it for the next patch in November C.A. is planning.
I do not know yet. I strongly dislike what they are doing with sieges. This stupid tower building and arcade U.I. everywhere. Also, they change garrisons like every single patch, breaking your work if you try to make a mod even for personal use only.
C.A. did very bad things to sieges, so I do not have high hopes for now, and do not play the game myself.
Irondrakes and weapon teams should be considered at least strong shooters, and their AP variants AP shooters
This would be more effective in both real time and autoresolve
But idk how that priority table works
So they should always be in the garrison in vanilla game with this mod.
I will update this mod when this new official beta will come out.
In vanilla, they almost always cut every cavalry and chariot units in favour of the worst units.
fimir great weapons, ID 1292016334, wh_dlc08_nor_mon_fimir_1
feral manticore, ID 935511966, wh2_dlc10_def_mon_feral_manticore_0
giant slayers, ID 1102525750, wh2_dlc10_dwf_inf_giant_slayers
In my VC campaign, on major settlement, the promised Wight King in my Garrison does not appear, as a unit of skelton warriors has taken his place. (I’d prefer to have the Bony King than the 160 skelly virgins... :)
Let's hope that C.A. will overhaul sieges in game 3 in a good way.
Here it is if you'd like to take a look. It has a bunch of other cool things, too. :) https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2355188205
And strong cav. still better than basic infantry just in prolonged melee.
Demigryph knights are still much better in prolonged melee than empire swordsmen. And so on.
1010771572 wh2_dlc15_hef_inf_mistwalkers_spireguard_0 wh2_dlc15_hef_inf_mistwalkers_spireguard_0 10
183992568 wh2_dlc15_hef_inf_mistwalkers_faithbearers_0 wh2_dlc15_hef_inf_mistwalkers_faithbearers_0 10
428018343 wh2_dlc15_hef_inf_mistwalkers_griffon_knights_0 wh2_dlc15_hef_inf_mistwalkers_griffon_knights_0 10
799796240 wh2_dlc15_hef_inf_mistwalkers_skyhawks_0 wh2_dlc15_hef_inf_mistwalkers_skyhawks_0 10
884018448 wh2_dlc15_hef_inf_mistwalkers_sentinels_0 wh2_dlc15_hef_inf_mistwalkers_sentinels_0 10
If not can I have permission to make my own variant, I have a small overhaul mod that I would integrate it into.
That makes zero sense considering how siege battles work.
It's crowded and tight corridors, no space to maneuver or flank, no sight lines for direct-fire artillery either, the units that as best for garrison defense purposes are melee infantry, ranged infantry and monsters and indirect fire artillery, nothing else, EVERYTHING else should be lower priority.
In Altdorf, for example, you can have at least 21 as the Empire.
In Vampire counts campaigns it it easy to have 23 and more garrison units in your top cities.
And so on.
Does a garrison having more than 20 units available happen a lot?