Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Ideally some units that have their own conscience must fear but don't crumbling
Untick Freeze fatigue under "special_ability_phases_tables" the values there double up with those added in "special_ability_phase_attribute_effects_tables"
Top mod! Inspired me to make my own alternative https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2874283665
Modding kit is released with 2.1
Ideally, there'd be one tag to cover shared bonuses across all undead (perhaps even constructs/ demons too). Could create something that gives immunity to the leadership threats you mentioned.
One that covers sentient undead, these should be able to retreat manually but also have the disintergration effects when killed, just not burst into a puff after their puppets are dead.
One that covers skeleton/ zombie puppets & the like, something that is completely dependant on a source of magic power directing their movements as well as something that is being mind-controlled to stay in the fight, like the ghouls.
And one or two that interact with the two above to designate which units have the ability to puppeteer/ enthral.
I don't think they've released the modding kit yet.
I agree that they should have an alternative leadership that functions separately from other factions. They wouldn't be impacted by the same things.
Just applying bonuses to the undead tag may create issues by not having more room to assign different elements to different units.
@kaesar nice mod
Necrotects and constructs for instance - I believe they shouldn't crumble regardless of health, at the same time they shouldn't benefit from some random regeneration aura - only necrotect should be able to repair them.
Similarly, I don't see their undead units crumbling at all just because their lord is dead - however it makes sense for them to lose a sense of purpose on the battlefield, and so they could suffer from stat debuffs when lord is dead and no hero with command aura is nearby (unsure if the hero aura part can be implemented, however).
a) undead units
-add a passive to all units, which gives them perfect vigour IF army commander is alive
-add a second passive to all units, which gives them increasingly strong health degeneration depending on health percentage IF army commander is dead (lose 0,1% hp per second if above 75% health, 0,2% hp/s if >50% <75%, 0,3% hp/s if >25% <50%, 0,4% hp/s if <25% hp)
-give them unbreakable
-make a list of all units with strong vigour/perfect vigour/unbreakable and give them stat buffs as compensation for losing a former advantage
b) lords
-unconditional perfect vigour and unbreakable, no degeneration based on health lost
c) heroes
-aoe radious/command aura which gives units 0,4% hp/s regeneration (to counteract degeneration when lord is dead) and perfect vigour
-unconditional perfect vigour and unbreakable, no degeneration based on health lost
It makes sense for the undead to crumble and tire IF their master is dead and they take significant damage. What doesn't make sense is that their leadership drops from psychology - getting attacked in rear/flank, getting attacked by stronger/faster enemy, getting hit with leadership debuffs from spells, abilities and passives, so on and so forth.
For this reason I was debating another solution, to cover all the bases with Vampire Counts/Coast:
I'll keep working on a way to add a tag to units that should and should not be affected by the skill (vampires for example do not require a necromancer to keep them up, but skeletons do, for example).
The command radius does sound like a good idea too but the lords may need a buff to their base radius & tech tree upgrade, so that you don't have to blob up around the lord all the time.
Then again, maybe the limitation is good, if you have heroes/ corpse carts to spread out the buff.
@Pokemastuh That sounds like a goo idea too. Also, it never occurred to me that you can just hide your lord. I'll look into some way to implement this too.
@kaeser_cggb Since you mentioned balancing, I had a thought. I've not played TOO much with your mod yet and I have no idea how complex it would be to make this, but what if necromantic power was tied to the unit's command radius? That way units outside the radius would play by the normal rules or even be unable to function for very long. It would mean you can't just hide your heroes and lord far away from the battle and each group would have to be led by their local vampire/necromancer. It would also make the command radius perks a little more relevant again since the undead are now unbreakable.
If you wanted to bring it closer to the source material, and make it a bit more balanced, you could create a Puppet tag for Zombies/ Skeletons for the power to interact with. Some undead are reanimated by a sorcerer, where as others have their own souls intact, or are cursed with Vampirism.