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Artillery will always be lost if you lose or get a draw (due to time etc) despite withdrawing it. A vanilla feature I always disliked.
My spin here, is to incentivise actually caring about puplic order, as to the vanilla experience, where you don't, even with legendary debuff.
Now you actually need to make PO buildings and in the beginning maybe a lord/hero, PO ancillaries to keep those populaces in check.
You are also being rewarded for your effort, as well as the penalty you speak of if you don't.
Rebellions will still reduce negative PO by 20 pr. turn as pr. vanilla.
I get that it is not for all, but CA does not like the current PO system either, judging by their latest blogs. Curios to see what they come up with.
negative public order should cause very mild positive control
They do not stalk automatically, as I preferred it being an option, not a forced ability. You can pick the stalking stance in the stance menu like any other stances for above mentioned factions.
-5 -> -10 -> -15
to
-4 -> -6 -> -8
Rebel stacks normally have a small pool of units to chose from, now they have them all, curios to hear/see the results. Can remove rors & labs if too powerful.
Happy gaming.
Happy gaming.
I marked almost everything accordingly to what it does in the files, so it would pretty much be delete/select the stuff you like/dislike in RPFM and post it.
I would happily link it in the description as well.
I also like how I have to play better when defending chokes like Helmgart, where before you simply farmed welf, greenskin and undead stacks without thought, now you have to and perhaps even add a lord and force to keep it rather than headlessly lose 80-90% of the garrison to have it 100% healed the turn after.
So in vanilla on legendary etc. you never have to use public order buildings, it will simply be high no matter what, except red regions. Maybe you get a rebellion here or there, but those are easily dealt with and normally you try to provoke these yourself to farm xp/money/artillery.
Public order starts neutral, but goes down if you don't manage it, however if you do manage it with a lord and public order ancillery or a few troops, its all good and you will actually need public order buildings. This is pretty much like old TW games, which I prefer.
It is not for all, which I understand and that is totally fine.
So to keep it playable, you have to choose: either the public order malus or the -50% resupply, but not both at the same time.
If you play on legendary the AI still get its bonuses and I have not noticed the AI slow down.
However, should you wish to remove this single feature, you only need to open RPFM and boot up my mod and remove all tabels I marked with "replenishment" and you are good to go.
This was the bare minimum of replenishment as I had yet to bring in heroes, choose skills and build replenishment buildings, which would increase replenishment further.
I appreciate feedback as it is vital for mods to function properly, but incorrect statements as here with "not regen a single soldier" just makes me use my scarce time needlessly. I am not aiming at you, just trying to clarify this, as others also claimed wrongfull stuff like ranged units doing 0 damage etc.
This is to anyone kind enough to give feedback, please test your theory and write the correct results before posting.
Thank you.
I won't be making submods for the things people do not like and sadly MCT options is not within my skillset.
Should you be able to create a submod even, feel free to post and link me, then I will put it in the description.
otherwise great series of mods, thanks for updating
Check all the new changes/additions etc. in the changelog. Screenshots has been added as well.
I would not be surprised if he ends of redoing major parts if he returns to the mod.
There is another new modder too making some incredible Empire faction rekins mods, that I currently prefer if he manages to get more of them down alongside a compilation and also realise some of the ideas he mention.
You don't have to make a tier 4/t5 version for me if nobody else wants it. I like the Tier 5 setup quite a bit right now. Last but not least: I finslly got rid of occasional, mysterious, demotivating crashes (end-of-turn and in siege battles) I had since 4.0/4.1 for quite a while now,which have completely disappeared with your comp mods (plus I run >20 mods less), YAY! You rock <3
Formations are tied to order units where it makes sense, like units with shields and a melee weapon can do shieldwall, spears/shields will make the spearwall and spear/halberd only units will make the phalanx.
I have not added any custom units, so probbly won't affect custom units.
I sort of wish to do it for bigger and vastly popular mods if I ever just have spare time from projects, but at the same time, I see some of those mods die out not being maintained, thus holding off a bit on that front.
Has anything changed in terms of formations in the last week or is that still on the ToDo list? When playing an Empire faction, which vanilla units will have formations? I assume it doesn't support Sigmar's Heirs units, or does it? Anything specific you'd like to get feedback about? Thx