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And each tier unlock another type of unit for him.
Tier 1 : Night Goblin.
Tier 2 : Night Goblin and Night Goblin archer.
Tier 3 : Lock Squig Hopper, 2 charges.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2675706012
Thank you for response. I agree with you.
But compared to your initial mode (ex. Lizard Man), this greenskins mod is op.
Lizardmen’s Nakai only receives 5% speed in stage 1, while Greenskins’s Grimgore receives 5% speed, ma, md, Charge and Anti-Infantry Bonus from Black Orcs in stage 1.
I don't like discussing balance in individual mods. But I think this difference is too big and unreasonable.
Please correct these imbalances between races. Thank you.
Since the implementation is exactly the same for these units (and for the skaven units and it would seem they work well with Ikit's workshop). So I have no idea why they react differently to different mechanic/effect.
My suggestion then would be, before completely giving up to try and look into how the RoR variant (Da Rusty Arrer) works with your Mod in Skarsnik's army and try to reverse engineer it on others. Because I tested 4 different ammo types on Goblin Archers (Grom), N. G. Archers and N. G. Archers Fanatics (Skarsnik) and all respond vastly differently depending on the buff so I wouldn't ponder on them. (some override only specific units and leave others in tact, some ruin all of them etc.)
However, the RoR version seems to be completely immune to all ammo type changes after your Mod; thus it doesn't nerf them while running a random cauldron dish which is for me the real issue.
So apparently in their case your Mod has priority and actually works quite nicely and perhaps we could apply that to others as well?
1. The Brute force approach tends to flood the description panel. A new missile weapon can contain multiple simple effects (+AP damage, -Non-AP damage, + range, ...)
2. Effects like "Double shots" are simply not possible via simple effects. I could just turn the double shot into single shot with double damage, but they will behave differently. Also other things like Caliberation area/distance, plantation ignore time cannot be changed via simple effects.
So I think I will have to leave it like this. I hope CA will open up more possibilities in Warhammer 3 but I think for now, there is nothing I can do about this.
I also noticed that, the RoR version has "armor sundering" ammo and your buff changes it to poison on Skarsnik. so the reason could be how Grom's cauldron buffs apply -> normal variant get messed up because the cauldron applies both the ammo type change and range buff (for example when using "Wing Leather"); the RoR version only gets the range change and is immune to ammo type change (even on other lords) however I only have access to 2 ammo types atm so cannot check for all.
What I've come to realize is I'm just a goofball because I forgot it doesn't fire until your Lord hits level 10. Kind of embarrassing in hindsight, as I've been using the Legendary Diversity mods for my last several campaigns. So, I'll get back to the campaign and see if it works, though I'm sure it will. If you don't hear from me again, just assume the "problem" is fixed lol.
Thanks for your time, I appreciate the response and your work!
The ROR version was a bug (I honestly never use ROR in my main army so stuff like these tends to be forgotten). I have fixed it and uploading fix.
The real issue is that for example Elven Foie Gras recipe, which I use a lot, since it speeds up global recruitment, apparently messes up Skarsnik and possibly some others as well, thank for your info/help man, really appreciate the effort, it even though it might not be so easy to resolve
What I did notice in this one is as I am playing Grom: if I have for example some cauldron buffs active such as Eagle talons, or Winged leather (those green ones who change ammo type/increase range) it would "screw up" also Groms buffs to normal goblin archers (but after I use another recipe, it reverts back to intended 180 range) so there might be a similar issue, however in Skarsnik's case, no matter the recipe (I have active something that doesnt apply to goblins at all for example) the ammo type doesnt work, so I would assume there might be an issue there how the "base range change; armor pen ammo is phrased" maybe?
New missile weapons are applied directly to unit keys while abilities are given to unit sets. Perhaps one of your mods replaced the normal units and they have a different key now?
@TheLaughingLama --- Pretty sure the bonus was applying for my campaign. Is the trait triggering? Do they get their ability?
Yeah cant wait for the next faction released, great job so far!
Now when I am finished with all races, I will release an "All-in-One" version which will have features allowing you to toggle what races are getting the benefit of this mod. I don't see why this is needed for a single race.
I do have a suggestion, could you add the option in MCT to enable/disable for Player and AI? So you could have a harder(disable for the player) or easier(disable for the AI) campaign.
i see what you mean, that way Orc boyz would be cannon fodder, but i feel like Bretonnia, Chaos, Vampire Counts, Norsca and maybe the Lizardmen would struggle a lot and even then, not all armys have range or magic
Chosen, Stegadons and cavalery or anything meele simply wouldn't hit Orc Boyz
Maybe like 10% wardsave or physical resistance with some missile resistance and 15 Meele Defence