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i think so yeah , i still see sometimes diff factions growing stronger then others , so this mod jsut buff or nerf them after the random roll of the game i think
so i guess the mod still works .
only faction that doesn't seem to work is the decievers (changeling faction)
atleast if i put it on -4 he keeps around (so not getting killed but i have no clue how that campaign works xD) normaly i try to make some enemie sof the empire weaker so they can atleast do something before vlad the dad destroy's everything :P
Vanilla minor faction potential is so boringly flatout increases potential for everyone. I need a randomizer like this mod gives. It was the best middle ground.
is there any chance you can update the mod and make it work again?
Hope in future they will add faction potential randomizer to the vanilla game.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3505385506
Having the same problem with the original mod. I tried turning off all other mods, but didn't help.
What are the optimal settings if I want some potential for minor factions, but still not for them to always supersede major ones?
I did not want to go above +3 as it was described too much from the mod description, but in vanilla major factions had even more bonus against minor ones? Is it clear what number they had? Should I set major factions to +6? Thanks for the lovely mod, spiced up the game a lot!
Quick question:
The WH2 version of the mod had an extention for the more popular custom factions (OVN, Cataph's, etc.).
Can we expect that?
No MCT setting exists for active faction:
wh2_main_rogue_jerrods_errantry
wh2_main_rogue_hef_tor_elithis
wh2_dlc11_cst_rogue_bleak_coast_buccaneers
wh2_dlc11_cst_rogue_boyz_of_the_forbidden_coast
wh2_dlc11_cst_rogue_freebooters_of_port_royale
wh2_dlc11_cst_rogue_grey_point_scuttlers
wh2_dlc11_cst_rogue_terrors_of_the_dark_straights
wh2_dlc11_cst_rogue_the_churning_gulf_raiders
wh2_dlc11_cst_rogue_tyrants_of_the_black_ocean
then game crashes
Anyway thanks for mantaining the mod, much appreciated!
Does this mod override or apply a modifier on top of the default faction potential value?
For those that don't know, in the base game every faction gets a (somewhat) random value for their faction potential. Major factions all get a bigger value than minor factions and there is some variation in what value a faction gets from campaign to campaign. This can help create a variety of outcomes between Major factions. I believe faction potential impacts certain campaign buffs (e.g. base income, upkeep reduction, local/global recruitment) and also impacts auto-resolve outcomes between AI.
I've done a little testing and I can make Minor factions "beat" Major factions for example, but I still want to understand the underlying mechanic at work.
Thank you!!
Does this affect AI mods? For example: modifying the factions with this mod could affect the decision making of Heclea's AI or no? Thank you for any future feedback :D