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
And really, it doesn't end up being a big drawback anyway. WoC have multiple ways to gain population surplus quickly (e.g. salt resource, nurgle gift), so it really shouldn't take long to get to tier 3 anyway. By the time you get the necessary research done, a player will almost certainly have several tier 3 (if not tier 4 and 5) dark fortresses to recruit from.
This has been a standardization change that CA has started making after this mod's release. I'll consider it, but at the same time I feel its not entirely inappropriate to keep them higher given the heroes are being lifted from other factions. I'll think about it in my next update.
Daemon Heroes and Cultists are unlocked for recruitment via technology for all characters, with the CoC lords having much quicker access to them than Undivided lords. Once the relevant technology is researched, you will also need to construct the correct buildings to recruit those heroes and increase the maximum limit. You will not see which buildings unlock which heroes until you complete the research for that hero. Once that is complete, you can check your building browser to see updated icons and flavor text specifying recruitment parameters.
All Daemon lords, heroes, and the cultists now have the passive authority granting skill seen on WoC characters."
I had initially checked the building descriptions and didn't see anything to indicate this. Perhaps it doesn't show until researched or doesn't show at all. Either way, good to know that I can construct buildings to increase the caps.
The technology unlocks the ability to recruit them baseline. Recruitment capacity is increased per relevant recruitment building (Ex: marauder buildings increases slaanesh hero cap)
Seems like a cool mod. I already had the herald lords and cultists in my previous WoC campaigns from other mods. Cool to also have heroes, and a nice bonus that they have chaos authority added in! A little sad that the models for certain characters from awesome mods like Legendary Characters get replaced. But going to give this a whirl.
@ 猫叔
I might have had to make tweaks to some lord/hero archtypes that could cause an issue of that nature, but ultimately, compatibility with other mods outside of direct crashing with dependency mods isn’t something I find great priority in.
Sorry.
Please elaborate. Who are you playing as? What buildings are missing? Did you research the techs to unlock heroes?
Grat mod by the way.
No they can not, and its not something I'm interested in doing. Cults are not a racial mechanic for WoC.
This mod shouldn't affect that in any way.
If it does, its by accident.
Did you research the corresponding techs?
Not sure what you mean? You need a building of some kind to recruit heroes. If you mean just out of dark fortresses, that was the old version of the mod, which felt very lopsided.
Thank you very much for the support! Cultist capacity is increased by building the dark fortress building at which that cultist type is recruited. (Ex: the military building for marauders should increase alluress and slaanesh cultist cap).
No. WoC do not use the cult mechanic seen in monogod races. Slaanesh cultists in WoC have no target settlement action.
Possible? Maybe. Lords and heroes function a lot differently behind the scenes.
Not to mention its not really something I find very important to look into.
Thank you for the support. You are correct in that being the location of faction permissions (though you might want to look through some of the other tables to clean up effects for a more proper edit for the heroes). As to why you get an error message on opening the table, I don't know. I didn't alter it with this last update, and I just opened it now normally. What does the error say?
Question: I wanted to edit the mod in RPFM to disallow Sigvald from recruiting non-Slaanesh characters, however, when I open "faction_agent_permitted_subtypes_table" (I suspect the requirements are coded there), I get an error message. Do you have any tips how I can circumvent this or edit the mod to disallow Sigvald the recruitment of non-Slaanesh characters?
Feel free to make a voodoo doll that represents me and torment me endlessly with needles (or whatever tickles you Eviltide savages fancy and/or appropriate) in retribution. I deserve it I guess as my explanation might be true for 95% of all races in the game, but explicitly excluding this one
I misread it as one of these countless comments you see on mod pages where users "report" the most outrageous things. That sometimes triggers me as I think we should all respect each other's time here. My bad!
I'll see you Goddamned Chaos heathens on the battlefield soon though, by Sigmar! <3
I appreciate your passion, but @J.theos does have a point and is correct. When a building does unlock recruitment of a hero (for that province), it will show up as if they're a recruitable unit card in the corner of that building in the settlement management panel. By default, the buildings that unlock recruitment for heroes in this mod do not have that unit card picture on them because that effect has to be first unlocked via technology, after which it does appear. Also, most buildings that unlock recruitment of heroes are the same ones that increase their capacity.
That's how most races in the game do it. You play Chaos, so you'll know how things may slightly differ there....
OR DO YOU? :) You're so welcome, brother <3