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The mod is unlisted now, but I am leaving it up for those in your situation. It can be accessed directly.
There is no technical limit (well, maybe there is eventually, but it would take an extreme number of grudges to reach it), but it would be a bit of a balance issue in the sense that starting grudge severity would be much higher and spiral out of control much more quickly than designed. Also, some LLs (namely Thorgrim and Ungrim) have more legendary grudges than the other, so it would make these campaigns in particular more imbalanced.
NOTE: This mod is already set to only load on the IE campaign, so I not sure at this time why it's causing a crash with the Old World mod. For now, please simply disable this mod if you intend to play using the Old World mod.
There's code in place to abort these grudges if the faction in question is eliminated. You won't get any reward, but the grudge (and its contribution to severity) will disappear.
I haven't tested it, but it's unlikely. The generic grudges and Oathgold changes should work, but the legendary grudges are tied to specific objectives on the Immortal Empires map, which will almost certainly be a problem.
@硕鼠:
This mod is probably not compatible with SFO, and I have no interested in making a submod for it (although anyone who wants to can have at it).
CA fixed Belegar's lost Karak Eight Peaks reward themselves, so that's been removed from this mod. Additionally, the previously mentioned Oathgold per turn feature for maintaining low grudge severity has been added! The current value is 10 Oathgold per turn for maintaining the lowest level of grudge severity. This value can be easily tweaked if it proves to be too much or not enough based on player feedback. Happy Grudgin'!
In the near future, I plan to add a substantive update for the mod that will provide constant Oathgold rewards for maintaining very low grudge severity. The idea here is to encourage maintaining a low grudge level in the mid-to-late game as the best way to keep the Oathgold flowing.
Currently testing all of my mods for 4.0, will give the official "all good" confirmation soon. It doesn't look like CA did anything with the grudges script, though, so this mod is most likely just fine as-is.
The only thing I could think of at that point is two versions of the mod, with one giving more plentiful oathgold than the other, but that is probably a needless amount of work for Dux.
I still vote for effect bundle bonuses, whether timed or permanent for the really hard ones, is a solid motive to pursue grudges.
I really wish grudges could affect AI too then
I believe all missions (which includes grudges) are for players only.
@Daverin2112:
I felt like Oathgold rewards for battles were way over-tuned in vanilla, to the point where you could ignore grudge and building sources for it altogether, which flies in the face of the original design for the resource. If it seems like you can't get enough from grudges (keep in mind, these values are *much* higher in my mod than in vanilla), I would consider maybe boosting the building values more, but I don't want to restore battle Oathgold rewards to anything close to vanilla. Another idea is to add Oathgold per turn as an added bonus for maintaining low grudge severity. Thoughts?
At the least, Guv's point on adding a permanent effect to the legendary's is a good one, and often times that kind of thing really makes it feel like you "have" to go for those as a player. Like... it's permanent, I must have it. Let's kill Malekith.
Instead of like "Wow you checked out a millennia long grudge at the cost of so many of our people, here get some ok sum of treasury and a useless rune rock you'll likely won't use." , I suggest maybe add some effect bundles with some 5-15 turn effects to boost your armies or boost your settlements or whatnot for a decent sum of turns. Maybe even special legendary missions give permanent effect bundles to boost your armies. Making your endevour much more rewarding as a player. Because even with this mod on, I still don't think it would feel that rewarding.
Are you using any other mods? I have gone through a lot of Dwarf campaign gameplay with this mod enabled, and Slayer generation seems normal. The current per-turn percentage chance should be displayed over the unit cards in the Regiments of Renown recruitment menu.
That's a neat idea. It would make Thorgrim/Ungrim campaigns significantly harder, but it could make for a fun challenge. I'll consider adding that for the next update!
@Gaizaz:
This mod actually reduces Thorek's starting grudge level compared to vanilla, as the base severity of each of his artefact grudges has been reduced to 4. He starts at the same level as every other Dwarf faction with this mod. However, the changes to multipliers mean that you will need to start chipping away at these grudges more quickly to keep that level low.
i got a request, an option in MCT to enable multiple/ all grudges for maximum grudgi'n :D
That's quite strange. Do you use any mods that modify Dwarf factions? Even then, I'm not sure how that would cause a crash, but it would be the first place I'd look.