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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2944712145
@Green Ramirez, is that only for the Crypt Ghouls or the fell bats and dire wolves as well?
So yes the crypt horrors in your mod have less armor and are also smaller than the vampire count version
I did start to modify your mod on my side for my own use, May I PM you ? I do have some question about modding, im far from being an expert
The crypt ghouls for tomb kings have less armor than the vampire count version
As I felt that Arkhans alliance with the vampires could use another little tweak, I searched for new followers, so allow me to introduce the Varghulf as a new Unit for the Arkhan!
I decided for the Varghulf instead of the Vargheists because again, I didn't want to change the way Tomb Kings play dramaticly.
As I was able to figure out how to mod buildings, the building chain for the burial mound has been enhanced with a T4 and T5 building, which allows you the recruitment of the Varghulf and pushes the unit capacities of the other units.
As all capacities come from one building it might be a bit op, please let me know what you are thinking about that.
Also I changed the way the units get included in lord or hero campaign buffs. So every VC-unit, even those I added now also get the buffs from arkhans unique skill chain.
Stay save and have fun with the changes I made, as always if you find any bugs let me know!
Cheers!
Keep in mind that every savegame you start/load up with this mod won't be able to be played again if you deactivate the mod, even if you didn't play Arkhan, the AI Arkhan could still try to recruit units belonging to it
Any other opinions on vargheits for Arkhan?
@0Q0m, i'm sorry but i don't understand what you mean with TB cap system, you could also add me to get into details.
SFO should be updated this month, the unit beta is already out so it shouldn't be much longer. Friendly word of advice for that btw, it's easier to make a submod that simply overwrites the unit stats of this mod (make sure to put a ! at the start of the filename so it loads first by default), rather than making a standalone alternate version. Saves you some work in the long run! Learned that trick from Maal
SFO-version is still on hold because SFO itself isn't up to date.
@srebrnykloc khemri isn't supposed to have Vampire Count units so i didn't included them in this.
I'm just not sure about it, the general playstyle of the tomb kings is to have a weak infantry and your monsters and ranged units do the trick.
What do you guys think about the cairn wraiths? Are they "weak" enough to be part of a TK-Army Roster?
Also because there are no traits or researchs specificly for Crypt Horrors, the mod treats them as Ushabti
Good that you mentioned it, gonna edit the mod description.
Well, depending on how you made this mod, it might be super easy or mildly easy. Just swapping numbers around to match SFO values, and adding any abilities that the SFO versions might have.
If your mod simply calls for the "default" unit stats, then it'll automatically work (I think) because SFO edits the default stats for units.
If you had to make the units "unique," either for the unit cards (great idea btw) or because they weren't originally in the TK roster and you had to, then you'll have to manually edit their values.
The Terrors will have to be manually edited for sure either way, given that they're new.