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I would have had to do things that blocked other mods and/or accept terrible implementation and I simply couldn't be arsed to spend days trying to get something simple to work, because the Devs hardcoded.
Not sure if they have changed the approach (I doubt it), but should they, I might pick up modding for this game again :).
that may sound like a huge debuff but on the other hand unlike all other cultures preserver culture unlocks FOUR tier 3 units, including my own favorite storm sister support unit
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the tier 3 tree kin shield unit has significantly more def/resist/HP than the eternal guard shield unit
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heavy charge attack was removed 2024 Feb in wolf game update except for giants & warbreed, see combat section in
https://forum.paradoxplaza.com/forum/developer-diary/dev-diary-29-wolf-update.1624885/page-4
tier 3 wild riders still have heavy charge after both wolf and mystic (current) game updates
I can't finfd information about optional cavalry for preserver units. Which Preserver culture unit gets a mount after taking one of special mount body trait? Also is this mod compatibile with "more body & mind traits" mod, specifically it's added mount traits?
That let's you pick and choose your playstyle much more than an arbitrary restriction, because they couldn't be bothered to focus faction on certain strengths which becomes hilariously obvious when you look at the base files.
This faction leans heavily towards ranged units, it has some decent support units and a probably overtuned battlemage, but their melee is not.. good.
Better supports, melee and cavalry are found in tome units :).
If you cover all the bases, unit research becomes much less desirable. But you do you.
Racial units do not have to necessarily be the same as your race though. Skeletons, Bone Golems and similar are racial units, they just don't come with flesh and blood. Similarly Forest Sprites are racial units, they're just magical in nature (and should honestly probably cost mana rather than gold).
I'd also with Mthis in that since your Culture gets your racial bonuses (esp. with other mods like innate racial traits), you probably should avoid having non-racial units in general.
Despite that, though, I'm interested to see where this goes and will keep an eye on it.
I've.. Hit a few road bumps when it comes to modelling and it took a lot of effort to overcome them, but I should hope that in late july-august or so, I can upload the City models.
Again however, amazing work. Cant wait to see it when its further along still.
Great mod anyway :)
I shall put it on the ever expanding.. To-do list :).
As for the stuff about the units and the balancing of things. You could do things like giving the various Melee units Regeneration. Or if you don't want to give straight regen, you could do a similar thing to the Attunement where they gain Regen whenever you cast a spell. Since the units you did keep from the WE roster are the ones that are essentially flankers/meat shields, giving them something to increase their survivability at the cost of their offense I think would be fair.
You could even do it where the Life Culture gets regen/extra benefits while in Forest Terrain.
The melee units will never be en par with all the other factions. They are not meant to be as strong. They will never be as strong. It would detract from the entire point of the faction which is to focus on Ranged Infantry units/Supports with a lesser extend on Battle Mages.
Are those where they should be? Probably not - there's a beta tag for a reason. You can suggest balance in the balance discussion where I don't have to shift through comments and that's the end of that.
Nah I know that, was just curious which of the vanilla styles they use for cities like whether they use the feudal or high style