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A: It's turned off by default but you can activate this feature in MCT
Is it normal that when hover a hero the tool tip still state 3% but it is actually not in effect?
I have 427 pts in my first time High elf save file, guess I will try cut army to find the answer after end game.
I love that you even change the skill to reduce cost accordingly. Thanks for the hard work!!!
--> EDIT: Mod works. I did not know that I needed it to activate it in Warhammer II loading screen.
I also have ctd. not often, but very occasionally.
The campaign map suddenly crashes to the desktop.
@Pinch1 : version for wh3 is almost done. But currently I don't have enouth time to finish it
Really excellent mod idea.
Especially love how customizable it is in the MCT once you learn the system.
it looks less like a moba clone with a hero and its adds and more like a strategy game.
Sure, why not
In my workshop you can find a new version of this mod labeled "beta". We can continue the conversation there
I could give this a look if you want to. I am already porting some Jadawin stuff.
Sadly, 95% of this mod is scripts. It takes someone more skilled to port it to WH3
I created Pest Control and helped update Brutal Battles 2, Proper Combat/and SFO submod. Unless it's plug and play or editing tables, I highly doubt I'll have time to really learn Lua scripting at this point.
What mods have you created? This mod requires medium Lua sctripting skill and your profile is hidden so I can't look at your workshop
Some math: Snikch has a special skill with -25% upkeep + blue line buffs, and 18 Gutter Runners will add 6% upkeep factionwide when replace Snikch with generic lord. So double upkeep for Snikch army is ok, but -15k income isn't
CA also could break something with yesterday's patch (they already broke units tooltip)
I also wanted to say that, amongst the many mods I used for wh2, yours was one of my favorites, so thank you for that.
This mod for wh3 would be a dream come true so I'll keep my fingers crossed in case we're lucky enough to get it eventually.
Cheers mate !
One question though, are you waiting for Immortal Empires to be fully released before porting this mod into it?
Maybe add an option to make this change optional? I get the balance reasoning but it really spoils high elf playthrough imo.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2565578923
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2568528787
Regarding your second part, I would balance it with an increased base multiplier. But again, that would enforce to run only thematical armies, which is something I acknowledge not everyone enjoys doing. So no probs.
In any case, I would really welcome the adding more info part. The more transparent the better, in my opinion.
As for additional bonuses for standard heroes and/or even higher bonuses for lords, I would be careful about that. Remember that the system is supposed to replace supply lines. If it's too lenient, it becomes meaningless with optimisation.
6. How so? I never really worked with UI but, if you can add text to standard units, you could do the same for lords (?).
2. I don't want to restrict players so much. I prefer more flexibility for army composition. But as I said I want to write API for modders so you will can create a submod with these changes for lords
6. It not easy but I'll see how it can be done
# Empire
Generic Lords:
* General of The Empire: -1 Greatswords, Empire Knights, Reiksguard, Mortars, Great Cannons
* Huntsman General: -2 Archers, Crossbowmen, Huntsmen, -1 War Wagons (all)
* Archlector: -1 Flagellants, Knights of the Blazing Sun, Luminark of Hysh
* Wizard Lords (Mixu): -3 Luminark of Hysh
Generic Heroes:
* Empire Captain: -1 Basic Infantry (no Greatswords), Empire Knights, Reiksguard
* Witch Hunter: -1 Flagellants/Pistoliers
* Warrior Priest: -1 Flagelants/Knights of the Blazing Sun
* Wizards: -1 Luminark of Hysh
* Master Engineer (ChaosRobie): -1 Hangunners, Outriders (all), Artillery (all) (maybe add some debuff too?)
6. Also, I think it would be cool to have a list somewhere of all the changes introduced. Sometimes you are not sure about them. Right now, when clicking on a unit you can see its supply cost. Maybe clicking on a lord could show you the list of units supported?
2. Let me check it properly because I am no lore expert. In any case, right now I can think of the following ones:
- Tehenhauin (and maybe Oxyotl) - Saurus, Temple Guard
- Gor-Rok (and/or Kroq-Gar) - Skinks
- For all Skaven (maybe faction-level bonus/debuf) - Skaven from other clans (Eshin, Ikit, Mors, Pestilents).
- Markus Wulfhart - Handguns (?)
- Border Princes (Both lords (maybe faction-level (?)) - Knights of the Righteous Spear and Sisters of the Fury
- Grimm Burlokson - Rangers, Quarrelers, Grudge/Bolt Thrower
- Thorek Ironbrow - Thunderers, Gyrocopter/Gyrobomber, Cannons, Flame Gun
- Skarsnik - Orcs
- Tinnit Four-Eyes - Orcs
- Grak Beastbasha - non-Savege Orc/Monsters
- Drycha (and maybe Durthu) - Elfs
1. Goblin lords already have special skills that decreases supply cost for goblins and squigs
2. Can you give an example of these lords? I know only one but he is beastman
3. Yes, I can do this
4. I not sure about heroes but in wh3 mod will definitely need more ways to decrease supply for units. Like technologies or red skill line
1. I would like to see non-legendary lords having influence in the supply lines. It feels weird to see things such as a Night Goblin Warboss not having a discount for Night Goblin units. Almost all generic lords have a theme, or some associated units, and acknowledging it would make thematic armies more viable.
I think it would be nice to have -1 supply cost for specific units in the case of generic lords, and an even stronger bonus, on top of that, for the legendary ones. I know this is a lot of work, as there are a lot of different kind of lords, but I would not mind helping at all.
2. Some lords could increase supply costs instead of decreasing them. Maybe a traditionalist dwarf does not want firepower in his army, or a goblin lord rejects orcs. That adds some flavor too.
3. List the default cost together with the lord cost. Something like "Unit cost 1 (default 3)".
So if I will update mod for new game it will be more like anti-doomstack mechanic
But I think I don't really need help because 90% of work is adding units group like "reiksguard", "greatswords", "shades" for every units in every supported mods. It's boring