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I'm not sure exactly what this could cause in WH2/3 but my understanding is that integer overflow can result in unexpected behavior. I thought you'd like to know in any case.
Nice mod though! Poor Norsca needs some love.
It will be a choice that's up to you.
Given how Warhammer 2 is more or less done and we have a mere 3 months left until Warhammer 3 the likely hood of me updating this is rather low.
Outposts have lost their need for Growth points and all buildings (besides the port) will only take 1 turn to build, there are also new benefits to the Utility buildings to make them more attractive like being able to recruit Shamans (no extra ranks or extra caps) oor making your enemies Winded if they are in the same region as the Outpost building. Gold costs have been raised to compensate for this but are still relatively cheap.
Defeating a Warlord will now have more weightier options outside of Confederating, Release them and gain some Gold, better diplomatic standing and a random item/follower. Or kill them, and give the Hound its share for a portion of his strength..
unacceptable
FIX THIS
NOWWW!!!
I am sorry but i cannot make this magically work with every other mod in existence, guys.
Besides the issues of adding them in, it would sort of be hard to balance them compared to Marauder Chieftans.
Im sort of not in a hurry to add them, atleast not right now.
What's your thoughts on chaos lords recruitable by Norsca?
I've also tried to tackle the bad dilemmas and events, trying to reduce them to 5 turns but since they fire off so randomly it remains to be seen if those made it in!
Today i decided to rework my approach to Global Recruitment for Norsca.
Instead of having atrocious Global recruitment that you can counter with the proper buildings, it has now instead been set to normal Global Recruitment, like all other races.
The building, the Dark Furnace, that gave -1 to global recruitment before now instead gives +1 global recruitment capacity.
This should improve Norscan play and allow for more than one type of playstyle (taking all of Norsca for the global recruitment reductions)!
I also added some new cosmetic effects to Faction Effects to make the distinction between the two factions more clear.
The biggest change is FINALLY norsca can now choose "Enslave" (the third replenishment option after a battle) as an option for most factions (no undead, how do you enslave undead???).
This also works for sacking with the same races!
The races which Norsca can Enslave:
Empire (should be all men besides Bretonnia)
Bretonnia
Greenskins
Dwarfs
Wood Elves
Beastmen
High Elves
Dark Elves
Skaven
Lizardmen
Rogue Armies
The races which Norsca CANNOT Enslave:
Vampire Counts
Vampire Coast
Tomb Kings
Some tweaks to the Mammoth building as suggested below.
Norscan Giants are now available at tier 4 rather than 5, and the War Mammoth takes his place, sharing it with the War Mammoth at Tier 5.
Theres also another update in the works which will allow Norsca to Enslave Option (replenishment) more factions than just Nosca/Chaos.
1. Make Giant tier 4 instead of tier 5. He doesn't belong to tier 4. That's why he is tier 4 now for the Greenskins. His cost is actually similar to Feral Mammoth, which is fair.
2. Move War Mammoth to tier 5 because Feral Mammoth and War Mammoth being available at tier 4 of the same building with no other requirements seems strange and makes Feral Mammoth a bit pointless. War Mammoth with Warshrine could require Ruinous Kiln to differentiate it from the War Mammoth as far as availability at tier 5 is concerned.
Wulfrik gains The "Hunter of Champions" skill by default, the previous slot is filled with Deadly Onslaught like the other lords instead.
There is a new tech, available to both Throgg and Wulfrik, that gives Bonus vs Large ammo to Horsemen and Horsemasters with spears as well as a Shieldbreaker Effect for the Horsemen with Throwing Axes.
I forgot to mention that both Growth and Garrison strength have been increased as well.
See the picture for effects!
The God Choices are buffed, some more than others to make them a bit more competitive between each other.
Throgg now does not get regeneration if he picks the Crow as his cap skill, but the Aura of Pestilence which the same aura that Skrolk can get.
Check the new pictures for more details!
Also, JR is not that necesary for Norsca. (It was just a staple mod on my load order, but norsca's blue line is pretty good in vanilla.)
Love the mod <3
Thank you!
Great work and keep it up!
I did so now, there are some changes in this, a fix for some lords skill trees (yes it popped up again) and the Sword of Torgald is slightly buffed.
If you use the third party launcher it will tell you about mod conflicts.
You can find it here:
https://github.com/Kaedrin/warhammer-mod-manager
It is much better than the standard launcher.
Do i have to select the open beta, but then i guess all my other mods wont work right ?
If i use your mod with the regular game version the secondary building requirements for unlocking units aren't removed.