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I appreciate the detailed and thoughtful breakdown. I will have to give both a go at the same time and see what occurs and perhaps do some tinkering with RPFM on my own. Including the other faction mods.
Thank you again my friend :D
I am not planning on doing an SFO patch, but it may be fine without one. Have you tried playing them together? I read thru the Greenskins changes and I didn't see any major issues. Some minor things that stood out: Skarsnik's K8P mechanic might not work as they intended (he might not be able to recruit some units he was supposed to unlock), garrisons only come from recruitment buildings (if they removed the old building, goblin sub-faction may still be able to build a garrison building), moving trolls to tier 2 (this one won't be a problem since everyone can recruit trolls, but other tier changes might be an issue), general balance (I don't know if my faction effects are under-powered, over-powered, or fine as-is).
In general, I don't think it would be a particularly large undertaking for someone familiar with SFO to make a submod for all of my mods. But I've never played it, so its hard to say what exactly needs to be changed.
Forgive me for my ignorance but what would have to be done to make this compatible for SFO? I am assuming a large undertaking. Is that something even possible or something you would consider after completing all of your future faction plans and bug clean-ups?
BTW great mod series. In its own right it is a great new way to play the game :)
The faction bonus is intentional. Forest goblins get their buffs from their buildings and wolf goblins get it from faction leader. I want wolf goblins to be the skirmish cavalry faction and forest goblins to be a more defensive faction.
I do have a bunch of mods, but I think I disabled all the greenskin related ones.
I'm not sure what's going on with the jumbled text though. It looks fine on my end. Do you think you could send me a screenshot? I use a mix of new effects and existing ones for Goblin Shamans, so maybe another mod is overwriting the existing effects I used?
Also, mouse-overing the faction icon for any of the goblin shaman led tribe in the top right doesn't display properly, the words are jumbled.
I still need to learn scripting, so I can change the faction leaders.
How about chaos dwarfs? Can they still build the hobgoblin barracks?
They still have the orc lord and hero setup, so missing the goblin big boss is expected. I need to learn scripting to change the starting army, so that will stay the same for a while.
-Converting Tusked Sunz into a hobgoblin faction
-Bog Creepers are notoriously smelly, so I want to give them the Swarm of flies attribute or something similar
-Reavaz are pirates, so I'll make them infantry only and give them a factionwide bonus for each port.
Even ogres could be like that. The best thing would be if possible to maybe give a few faction leaders a trait? gorfang for example. that would make as gorbad it worth to save him as he got some unique stuff
There are a couple mods that add mortal units to Aranessa, so I don’t want to do that unless I have something else to add. Now that I think about it, Clyostra could use some changes to give her more of an ethereal unit focus. Maybe I will do something for Vampire Coast.
As far as testing, I will definitely need some help for hobgoblin factions since I don’t own the DLC. And I’m always looking for feedback on how every sub-faction is to play as or against. One thing I noticed in my last campaign is the Black Pit tribe was recruiting way too many orcs from their starter barracks, so I’ll fix that in my next update.
but if they get hobgoblins that be a thing already. i also got some minor ideas for other races like giving aranessa more mortal units (just for example slayer pirates, and empire militia) stuff like that.
i also would love some flavour for the human factions of the empire (for the most part marienburg) as i consider youre mod a MAJOR thing for people who dont wanna use major overhauls like SFO or radious.
That would be the Tusked Sunz and I'll consider it. I'm just going to ramble off a few initial thoughts:
-As far as I'm aware, theirs no existing lore on them, so they can be anything including hobgoblins.
-Their name implies they're orc boar riders, but I think its easy to change their name to something more hobgoblinny. Their banner is probably fine.
-I don't know how to change faction leaders, so they'll be led by an orc until I learn how to do the script to change leaders.
-I don't want to have any other mod requirements, so adding a leader from expanded rosters would have to be a separate sub-mod.
-I'm working on a couple other projects at the moment, so this will be somewhat low priority, but I'll get to it eventually along with a few other balance tweaks I have in mind.
Hobgoblins are a little bare-bones right now. Hopefully they get some lords/heroes and some more units at some point.
Malign Authority and scrap upgrades are a little trickier to fix, I'll come back to them later. I think that'll involve making new units that are clones of the original, and I don't know how to do that yet.
Plus, I have a bunch of other mod ideas I want to get to first.