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https://docs.google.com/spreadsheets/d/1oYqcFv1JN_lksvFvXfAO030ZSva155CJkuTOCncxmxU/edit?usp=sharing
-I really like your idea for temporary contracts for Eshin units, but I don't think its possible. That does give me an idea for a different type of mercenary that wants their money up-front. They would have a very high recruitment cost, but no upkeep and no replenishment.
-For Clan Pestilens, I think its best to leave it allied recruitment if they only trust close friends.
-I agree that buildings for mercenaries from other clans are the way to go over mercenary pools. I never liked the instant recruitment from mercenary pools and I'm planning an overhaul of RoRs and other similar systems at some point.
-In general, mercenaries should have higher upkeep than their vanilla counterparts, but lower recruit cost and time since you don't have to train them yourself. I also think they should have a cap which ties into the next point.
-Good idea to use diplomatic relations, but I wouldn't tie it to just the main factions. If Clan Skryre hates you, one of their rival minor clans might still be willing to sell you warp lightning cannons. As long as you have high relations with one of the clans of a given sub-faction, that will unlock the cap for those units.
That would be a lot of penalties, so how to rebalance? Well, Pestilens isn't in a mercantile approach - they're not for sale. Plague priests and censers would have very little to no upkeep costs, unlike the 4 other major clans who sell or rent their services, we can also think of more bonus like immunity to pests, or boost to your units, poison effect etc..
For Skryre and Moulder units, they've built their wealth and forged their influence in the underground world by selling their creations, so it wouldn't be inconsistent for them to make their units available to other factions in exchange for compensation. This could be reflected either through an unlimited mercenary system where all factions could acquire them at high cost without being able to produce/recruit them through buildings, or a new building line could be created allowing recruitment in exchange for diplomatic repercussions with other Skaven factions, where construction depends on diplomacy (having the full Skryre chain would reduce upkeep while allowing access to more units but would prevent attacking Skryre, create diplomatic penalties - light ones for Moulder and Eshin since historically they've often been allied, and opposition to Pestilens).
But the problem is not for all, Barak Varr for instance has the possibility to pick from foreign sailors who inhabit its port, certain small karaks or great karaks in reconquest actively use human mercenaries who conserve their uniforms/equipements so not reskin needed at all ^^
I'm trying to be as compatible as possible and I'm designing around some of the more popular ones like Mixu's LL, Cataph's, and Skeleton Crew.
Ostland could get access to ogre mercenaries and Kislev units, expedition factions (regardless of race) could have multi-race rosters with some dwarfs, some ogres, etc. For Strygos Empire since they had humans, wouldn't be weird to give them Bretonnian archers and peasants. If there's a Lahmian faction (like the Silver Host), access to Tomb Kings units could make sense - tons of possibilities there!
I'd also add that I'm pretty skeptical about restricting Stormvermin to just Moulder and Skryre, since we know they use them and they don't have access to much else in terms of elite infantry units, which makes army composition tricky. Pestilens has their censer bearers, Eshin has their Triads, but Skryre and Moulder don't have much at that level.
From a lore perspective, we know Clan Mors frequently sources Death Globe Bombardiers to counter dwarfs (ironbreakers in tunnels are more vulnerable to gas attacks). Also, from what I've seen from army composition (mainly End of Time reports ) , Clan Pestilens uses very few if any units outside their alignment - I think they'd shun Skryre teams including bombardiers. IMO it's probably better not to give such units to Pestilens. The other Big Three don't have access to plague monks, so it would make sense that Pestilens can't access other clans' units either - fits perfectly with the lore since they're very sectarian.
I specifically made sure Orc or Goblins was compatible with WezSpeshul including disabling the night goblin and forest goblin barracks from that mod for non-forest/night goblin factions. I don;t know about Skaven Clans, but I haven't gotten any complaints, so I assume its fine. Any legendary lord mod should be fine, you just won't get the faction leaders traits added by mods.
Amazing mod, wanted to ask you if yours ( in general ) are compatible with others like WezPul, Skavens Clans and Legendary Lords ?
1. Copy the units you want into "main_units_tables" and set the "Campaign Cap" column to zero
2. Create a unit set for that unit in "unit_sets_tables" and add the unit to that set in "unit_set_to_unit_junctions_tables"
3. Create an effect for each unit in "effects_tables" and generate a .loc file (right click the table and select "Generate Loc Data")
4. Assign the effect to increase unit caps for each set in "effect_bonus_value_ids_unit_sets_tables"
5. Attach the effect to each LL innate skill in "character_skill_level_to_effects_junctions_tables"
Try this:
-Set the units cap to zero
-Create an effect to modify the cap
-Add that effect to the LL’s innate skill effect bundle. If you want it to be unlimited, decrease the cap by one (-1 equals infinity). Otherwise, use whatever number you want
Check out my unit caps mod if you need an example to dissect
The first thing you’ll need to do is create an effect to disables recruitment and apply that to all factions. See my original Orcs or Goblins for how to make the effect. You can apply it to factions using the faction leader trait like I did or possibly campaign_group_to_effect_bundle (I haven’t tried that one yet, but I plan to).
Next, you can add an enabling effect to each characters innate skill (Monstrous Ego for Queek). That way it enables the unit when that LL is in your faction.
If anyone else needs it select "Add to Library". Don't select Download like I just did, because it'll download the entire WHII game again.
Also, the Skaven Chieftain was actually a Warhammer 2 pack so I'd recommend checking the Steam Page for that to see if you can find it. It should be a free DLC.
And yes the grey seer is the plague caster now and the engineer is the ruin caster. Tbh I was also partially motivated by reducing the number of warp lightning casters