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As for giving these things a go yourself, definitely read the tw-modding website or join the modding discord. Google "Total War Modding", and you can either read through guides there or ask for assistance on the discord which should be linked on the home page. A lot of modding is reverse engineering, so it's usually not that difficult (albeit time consuming at times).
The UI version is using the Mortuary Cult system and adds some equipment and followers in addition to some small changes across the buffs it provides, and the costs associated with them.
As far as Hellebron is concerned, I have no idea what I would do to add something flavorful to her, as for Rakarth it was fairly easy to just buff monsters similarly to how Ikit buffs weapons teams. I have no current plans for Hellebron, though maybe after I actually finish the standalone version of this mod I may look into what could be done for her.
I'd suggest doing that yourself with RPFM (if you can't wait for my fix) and saving a custom version in your WH3 data folder. Changing the tiers causes the tech tree to have an entire screen of nothingness in the tech tree while scrolling to the tech nodes from this mod. I don't want to do that as baseline since it looks weird.
As for making a compatible version as unlisted but linked from this main page, "yes" I will do that, but I'll want to wait for 4.0 since there's 2 definite (and possible compatibility changes in 4.0) additions that will be made when that's released.
I checked the packfiles and it's almost compatible as-is, just overlaps a bit
The delivery system for these effects/bonuses is through the tech tree instead of its own UI due to it being significantly easier to implement (and less conflicts with other mods), while also allowing for the foundation to be set for when I do throw all of the effects into its own system outside of the tech tree. Its own UI is coming, but that's going to be Soon™, so there's no actual date I can give for that.
@Destroyosaur,
Regardless, glad to see someone trying to make Rakarth playable! SO disappointing vanilla.
Thank you for letting me know! I really appreciate your work. Rakarth is my favorite LL and you make him even better. I hope you've had a wonderful holiday season!
On Rampage. I don't necessarily hate the fact that some units still have it so I have no plans to change it at this stage. It was already a godsend that it was removed from Cold One Knights (though their recruitment tier is still on the high side).
For raiding and increased chances at acquiring monsters. The increased chance is something I am currently tinkering with (I just don't want to get too aggressive on the values), but the -income from raiding is not something I particularly want to touch.
As for other unique uses for slaves. Oh boy... though this is likely not the mod I would address this in, I have been looking at other possible uses for slaves as a resource. I really can't stress how much I loathe the Warhammer 3 slave system (and 2.2 only made it even less engaging).
The tech from what i saw are really a game changer to keep the non DE monsters still relevant. Would really love maybe something that could remove rampage on them or maybe something that would increase chances of monster acquisition maybe? Or maybe a tech that would allow you to raid your own regions without losing money? maybe you could add something like orge kingdom mechanics where you can select to feed slaves to your monsters before the battle to empower them?
On the slaves from raiding thing, I do believe there is a mod on the workshop for that already. Although the new system is fundamentally (awful) just making sure the number before you hit end turn = 150+.
Also can you adjust the existing raiding stance to give slaves? Maybe 10% of whatever the gold income is could be added to the raiding income in the form of slave numbers, not getting slaves when raiding is absolutely ludicrous.