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Rapporter et oversættelsesproblem
A lot of mods that aren't updated properly for 6.1 are having issues atm due to a bug from CA with the database tables not handling table naming in uppercase so that mod may just be one of the mods that currently not working.
I hope I did justice to it. Thanks for your work.
Like with most of my mods I aim for this to add to a vanilla+ experience and not stray too far from what base game does, also I want to be able to continue to focus on balancing and improving base factions flavor and uniqueness.
Thanks for explaining your reasoning behind them :)
I do feel that the faction effects are thematic for each lords as they are, with Gelt being in a position for more diplomatic possibilities then Wulfhart who meanwhile is mainly there to hunt beasts and claim foreign lands for the Empire, both of which may belong to local Lizardmen.
And regarding gameplay wise Gelts Colleges of Magic mechanic is incredibly strong as is and not something that can be balanced aroudn even if he had 0 faction effects, while Wulfhart may be on the weaker side I've always seen his campaign as intended as a more challenging and limited one.
That said, I may however still re-visit their faction effect some time in the future but before then I have other races anfd factions in more dire need of changes and adjustments.
i see that +2 wizard rank is his default faction effect and 5 rank wizards right out of gates might be bit strong. +10% weapon strength for artillery units (his other effect in tww2) might be thematic too as he still has some skills that boost helstorms and is IS engineer in his spare time/has good working relation. any way, i really love this mod. hope you'll continue your wonderful work
How i would change gelt is just give him relationship boost (+15) with Iron Dragon/western provinces, or +10 relationship with cathay as whole. and give +2 rank for battle wizards (part of his tww2 lord effect). Gelt is already powerful, and current iteration suggest to use mages.
Either way, great mod, i'd say a must have. keep up great work!
~comment too long~
Possibly to maybe it will be buffed bit more or added another faction effect on top, for future updates, but will see about how balance feels first.
Probatly mass/speed and missile resistance (idk why their base is 0 when most other solo-monster entities get 15) for Doomwheel, lack of penetration is usualy issue with them, and even then their damage is pretty meh.
Flayers it's moreover that their damage is very lacklustre for a 4 unit-entity. (95 dmg,43 units; wheras as example a Rat-Ogre has 75 damage with 16 entities, Rat Ogre are cheaper (200 vs 300 for Doom Flayers) about just as fast and performs better in every way, and are also immune to psychology for aslong as their leadership lets them retain frenzy)
It's all rather simple but I am the wrong person to ask for a guide for this.
To disable any/all Bretonnia effects you have to edit or delete the individual tables that I've set up for brt (for example; cho_inllt_brt) in the tables for "character_skill_level_to_effects_junctions" and in "effect_bundles_to_effect_junctions".
I'll permit anyone who asks to make a sub-mod or alternate version that edits out certain factions etc for compability.