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Could Skaven corruptions change trees and grass to look dying/dead? Or deforested considering Skaven corruption is meant to represent overexploitation than anything magical.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2989528126
It has all the changes that I explained in previous comments, which I feel make for a more logical yet still very flavourful change!
@Forlorn Seems like a fitting name. I will start with a sub-mod to get it out faster and some day implement MCT changes. The time is the worst enemy of mine that is preventing me from starting. In a place where I am right now there is no good internet connection and I uninstalled the game, but will be able to re-install and create the mod in around a month or two. I don't forget about you guys, it's just not a priority of mine. Hope you understand.
@agent.theory It does not change climate. I don't even know if something like this is possible. I think climates are coded for the region and not for the faction which owns it.
Call it "Fancy Forestry (Climate Appropriate)"
1) yes
2) what about Drycha? i know its not a separate race, just faction but it would be cool to have dark forests or something of that style
3) yes
4) yes altho some trees could be replaced with some small bone pillars or burning tres or something of that style but that would require custom assets i guess
Could you give me feedback if any of you like any of those 1-4 changes? I might make another version of the mod, but I reckon everyone has a subjective taste, so ultimately creating the MCT support would probably work best.
Same for northern stratosphere races like Empire, Dark Elves or many other when they conquer dessert or jungle they spread a mix of their own temperate vegetation and palms or jungle trees, so it is not looking as bizzare when you conquer Lustria or Araby. Kislev won't spread snowy trees to desserts and jungles, but normal pines (but as soon as they conquer a less hot region they spread snowy trees again).
My new iteration of this mod have few changes:
1) I managed to get around the Tomb Kings problem by making them "spread empty space". So normally when I was trying them to spread palms they were also appearing with ruin and few other specific regions. The game is hard-coded with this for some reason and Tomb Kings changes act different from other races. But instead of using tree models I used "an empty model" which bascially means that when Tomb Kings conquer territory the effect is that there are less tress than there were before in the region. No palms in temparate regions unfortuantely, but at least it seems like the area is "deserting itself" slowly.
@elgato_86 Thank you! Should not be compatible with Mazinky's mod.
@Guvenoren I "fake" updated the mod, but can do so again to make it look updated. Overall even if it says out of date it will work.
@Vanu The pictures after you have above. The pictures now are what you are playing with. Don't really want to create a before and after images.
@Hecleas Yep.
@Theobald What do you mean? Ask something specific so I can give mroe info.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2866216391
Can this be used together with Mazisky's Campaign Forestry Mod?
I haven't tried this with SFO, but should be compatible.
Secondly, do you think this would be compatible with SFO?
@Atlas as you said it's working. I might update in the free time.
When vamp or tomb king conquer a land, the trees could die from their corruptions.
Vampiric corruption probably kill the plants anyway already and Tomb king Sandstorms are probably not that great for trees...
I don't know if the developers removed it intentionally or not.
No offence, I am sure it's a great mod beside that, thank you.
I was thinking about making factions replace the Mangrove swamp trees as well, as I recently flew over the map and saw that they are looking a little out of place in Lustria, if non-jungle race conquer them.