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Additionally, both the runic mortar and cannon in the SFO submod have absurdly high amounts of hp, with runic mortar having like 36k hp and the cannon with 41k hp which seems like a mistake. When they abandon their artillery they still have like 20 - 28k hp which is kind of ridiculous for a 24 entity artillery crew - you can literally just put them at the front of the army as bait and the enemy takes forever to kill them.
I do find myself not building the stonemason building much either since its kind of expensive with relatively low benefit (only gives access to stonemasons with a little bit of growth and public order) and it has to compete with the engineer and runesmith buildings which are way more valuable.
I'm going through a malakai campaign and having a lot of fun.
Will prob reset it, but be more aggressive with war declerations.
I did open up the games database files for the first time in a loooong time this week though and was utterly confused as my memory is like a sieve :)
greyTigers mods were incredible for doing exactly that - giving all the vanilla boring LLs their own mechanics and turning them into DLC-level campaigns
Have you looked at the Rune Lore rework for Dwarf Rune Magic? I cannot seem to access the new Rune Lore UI visuals nor keep the Rune Abilities in the spell slots with another rune lore without gutting the original Rune Lore key. Any chance you would be interested in helping me with the UI? If not, I understand you are busy and have much on your plate already. Thanks for reading and thank you for sharing your gift.
I wonder a treat for the community to port this over?
If you up for teaching me how to do it, i would be more than happy to assist
I will still look forward to Hammer port to WW3
Anyways, I would like to port this mod, and several others to game three but my current real life circumstances prevent that. I have even withdrawn from the CA Content Creator program recently as I have some real life issues to sort out.
To be honest, even though I intend to jump back into modding in the second half of the year, the Hammer of Grungni is unlikely to be the first mod I work on. I have several ideas whirling around in my head for a full on Clan Pestiens mod improving on the version released for Warhammer 2, and that is where I am likely to start.
I do appreciate it has been some time since the release of Warhammer 3, but creating this mod and the Bretonnian Crusades mod for Warhammer 2 took a lot out of me, and I need the break if I'm going to stick with the game long term adding mechanics to neglected lords and races.
Will wait to play dwarfs then till you are done with your work ^^
And again thanks for ya work!
On a side note, it would be great to add a tier 5 stonemanson building to dubble the buff minimum(or make t3 the current buff and t4 the increased) or make them receive ironbrakers red line/tech as well
While silver shield is amazing, ironbreakers far outclass them in the end game they have ~30+ MD and expert charge defence
The guardian skill can be aquired by a thane or through oath gold upgrades(mod), also they cant be upgraded by oathgoald
stonemansons are amazing early game, but unfortunetly outclassed later
Ps2: belegars -5 og reduction is peanuts, think when first time played with him he had 3 rune worlds not 2, not sure if its still the case (was lazy to check)
Keep up the good work mate, looking forward for more of your mods!