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
Thanks for a great mod!
You know, the thing that now takes way too long for your taste and you think that's unfair HAHA <3
Possibly a WEF Outpost expansion mod could be used, for more building variety/choices (again, I just assume). To speed up all construction by 33% I use a mod called "Faster Build Times". To speed up campaigns early turns and get to the interesting units, I often use "Level 5 Capital (or any level") by BAGholder and I set the minimum campaign launch/recolonization level for all settlements to level 3. That's overall pretty fair to all factions.
You can also check the (re-uploaded, updated) "Campaign Configuration Mod" to see if this lets you do the tweaks you like. Hope that helps <3
Special 20+ slots for some Special (Capital) settlements
20 Slots for all major (Capital) settlements
6 Slots for all minor settlements (and minors allow for tier 4 construction - I use Ragnarok's "Tier 4 For All" for that and connect them via BSE's tier 4 compatibility submod)
I find 6 Slots pretty perfect.
So what I'm saying is that providing the ideal # of slots for your campaign and preference is not within the scope of this mod. The speed is a different thing, although 8 to 15 turns sounds pretty reasonable for smth that should IMHO only exist if it's done somewhat loreful...
My suggestion is maybe large cities with 6 spaces and small ones with 4, in the conquest they start as a city, so the cities are useful for the player and the AI, facilitating expansion outside the forests, perhaps even competing against other factions.
If the player and the AI lose the city restarts everything from scratch, another 15 to 20 turns again, the worst part is that cities take a long time to grow compared to other races, this ends up making the player end up depending only on the forests leaving the cities aside, if you play in the legendary game with mods it gets even worse, due to It would become more aggressive, and when it sees a weak city it ends up being an easy target,
[Submod] Wood Elf Cities and Towns + Wood Elves Campaign Flavour
[Submod] Wood Elf Cities and Towns + Wood Elves Campaign Flavour + BSE 20/6
The second one is for people using Building Slots Extended, cheers!
Also, regarding the speed, it felt fine for me. It rewarded planning ahead with the expansion to maximize spread. Late game (around turn 50), I was able to support recruiting multiple lords on a particularly important province to speed it up (did with Castle Drakenhof and around Skavenblight to reclaim Estalia and Tilea). A late tech could work, but the baseline should be slow IMO. Finally, my only suggestion would be to replace the -5% upkeep on the garrison building to +5/10/15 (or 10/20/30) campaign sight. I think it would be flavorful with the outpost initial building.
I was thinking, what about a technology late or at the end of the tree that reduced needed conversion by 50%? You'd need both Cadai and Cytharai done and they both would lead to the tech. You'll be way late in the game, so you won't be able to expand like the rest but when you come towards the later part of the game you'd have a higher chance of being able to. Great mod!
There's a few corruption change/editing mods around for the regular ones, perhaps possible to reverse engineer for a new one. Just a thought. :-)
If you wanted to try your hand at it, it would probably be easy to make a patch mod that would fix it: look up the name of the new units in that unit pack mod (in main_units table) and add them to the new buildings in the "building_units_allowed" table (you can find the names of my buildings in my mod if you look at that same table).
4) Arborist Enclave Upgrade: This one was the last cus I do not know if its possible. I read you are attempting to make a Rite to increase forest spreading. Right now the building just occupies a slot till the adjoining provinces are done with upgrading to forest cover. The Arborist Enclave building can at Tier 3, Spread Forest Cover in adjacent provinces and Automatically colonize Razed settlements in province and if the game allows it, at Tier 5 automatically colonize razed settlements in adjacent provinces.
Consider from a playstyle point of view. The WE usually cant expand outside Magic Forests so they raze settlments like Skarbrand. WE raze forests/corruption so new growth can bloom. Fits the playstyle and circumvents the obscene costs for colonization for WE.
3) Consolidate Outpost and Infrastructure buildings: A lot of players probably use Landmarks Mods because CA is lazy AF and have not given any decent Landmark buildings in IE campaign. If I get basically the Military Recruitment Buildings that give +1 Hero capacity, they are the Main Melee Infantry Recruitment building(Glade Captain), Ranged Infantry Recruitment Building(Waystalker), Forest Spirit Building (Branchwraith Caster), Caster building (Spellsinger Caster), Forest Patrol Control building (Shadowdancer) from SFO mod. Totaling 5 buildings to increase Hero capacity. Add the Main settlement slot + Armory Slot (upkeep red. + recruitment cost red.) + Garrison Slot + 3 Infrastructure buildings OR Outpost buildings (depending upon your settlement level. You run out of Building slots. Consolidating the Outpost buildings into Infra buildings when you upgrade to Asrai Hamlets adding the bonuses together would be good for making strong main settlements for Hero buildings.
1) The Military Recruitment Buildings: The Military recruitment buildings could add certain units from the recruitment tree to the garrison of the settlement (I believe SFO addon does that, however, as of now it does not seem compatible with your new buildings).
2) Woodland Trenches Unit Garrison: The building itself is quite bland and I don't build it in the settlements outside the magical forests. You could add units to garrison from the Woodland Trenches building like the units added in the Magical forests through SFO mod (I believe), the building can go up to Tier 4 where the SFO mod gives you a Shadowdancer Hero which is pretty good and can work well with your mod in main settlements.
...Part - I
Is this compatible in Building Slot Extended (BSE) and Immortal Empires Extended?
I just tested building a tier 3 major settlement building and it correctly showed me the tier 3 icon so I'm not sure why it seems like it might be inconsistent there but I'll keep an eye out for it and see if I can try to figure out what's going on.
For the garrison, building, you are correct! Turns out I had accidentally mis-copied the garrison unit sets. Should be fixed now.