Total War: WARHAMMER
The Empire
Feedback (Bugs, Suggestions)
A thread for feedback of all kind. If you found a bug or have a suggestion for new game mechanics, dilemmas and events you can post them here. Also, I am not a native English speaker. Therefore, if you find any language oddities in the mod let me know.
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Показані коментарі 111 із 11
Hi, Zarkaris. This mod seems to incompatible with Skill Point Mods. Any idea why that might be?
Hello,
Thanks for the mod. looks good. I have some feedback for you about a possible bug, a tiny text bug and a suggestion.

Possible bug:
Not sure if its a bug or not, but when I selected build an empire, for the first emperors choice (turn 3), the -10% building trait isn't activated (I just started a campaign, so I was checking the Reikland province).
Do you need to hold an entire province for it to activate, or should it apply for all regions, even if you don't hold the entire province?

Tiny bug:
In the description for the "For Sigmar" Choice, it seems you forgot the % sign for 25% reduction in temples and shrines. I believe its just a text mistake. I checked to see if construction cost was reduced, and it was.

Suggestion:
I've noticed a few comments with people asking for a reduction in how longer the emperor choice lasts.
A suggestion I have would be to offer the player, after 20 turns, if they want to change their choice. You could put a penalty on the new choice, so basically the benefits wouldn't be as good and the penalties would be more severe, compared to the normal choice every 40 turns.
And then they cant change their minds again for 40 turns.
Also Franz/faction leader could get a leadership penalty for being indecisive.

This way the choice still matters but the player gets a chance to change their mind.
Автор останньої редакції: PandaBubbles; 12 верес. 2017 о 9:08
Zarkis  [розробник] 12 верес. 2017 о 10:36 
Thanks for the feedback! Regarding compatibility issues: The mod uses all new stuff. It doesn't mess with units or skillpoints.

I will check the bug with the building trait.

I don't understand why people want to change the stances every 20 turns. It's called a dilemma for a reason. :) You have to make a long term decision and you can't get everything.
To be honest, the more i think about the choice dilema, the more i like it, since it breaks your campaign up into nice 40 turn chapters. Thanks for the mod :steamhappy:
Автор останньої редакції: PandaBubbles; 12 верес. 2017 о 15:03
40 turns is fine, 20 becomes a swashbuckling OP fest :)

More events would ceirtanly be welcome, for example Re wood elves living in Nordland, high elf visitors from overseas ;), some sort of a Bretonnian issue as theyre immediate neighbors, diplomatic clash with Border princes taking in Empire troublemakers etc etc
I really like what you did with this mod.
It gives a unique feel to the empire.
This way the empire becomes very attractive to play with :)

The little dilema's are an awesome way to play with :)
I chose for marienburg to decline their independence.
But also, that there is an after effect on Nordland because of this decision.

As, if you decide something, for one state, an other state might also be affected by it. Possitive or negative.

In can only support you for more dilema's, but also with some after effects about how other states view your decision on that incident.


Now, about the imperial peace and kislev.
In my personal opinion, to keep the imperial peace, 40 turns after 40 turns, it would only be logical that the prices of it would rise. Towards the endgame it could maybe cost 10k or more, as states and the empire in its own grow stronger.


I will keep on testing it out (started over).
If i get some ideas i will post it here.
but you did a very nice job with this mod :)
I was thinking about maybe goblin riads that activate sometimes. As you start the empire campaign with the message that you just recovered Altorf from greenskins.
Maybe a dilemma about goblin raids, or real goblin raids?

Maybe after around turn 20
'After expelling every last goblin out of altorf, they are back for vengeance.'
2 options:
- Face the army now (by teleporting, you can chose which army. negative effects if you wait to long to face them would be a lot of economy loss and publib order. It will be a pretty strong army for early in the game)
- Build up your strenght for in 20 turns. (maybe get coöperation of an other elector count in the battle)
And then face 3 armies of greenskins

Or a dilemma
'After expelling every last goblin out of altorf, they are back for vengeance.'
- Pay a mercenary army to take on the greenskins. -2500 gold
+ 5 population order for 10 turns of celebrations
- Drive the greenskin army off yourself
No money is being payed or gained. Instant war decleration with Greenskins (the strongest at that moment, or 1 or 2 of the existing greenskin factions)
+10 leadership for 20 turns against green skins
Zarkis  [розробник] 20 верес. 2017 о 8:04 
Thanks for the feedback! I will release one more update, but won't add any new dilemmas for now. I will wait with further improvements until the combined map release. Most people will be busy with WH2 anyway (including me...)
Hi Zarkis Great addition, but I wanted to run this mod along with one of the bigger chaos invasion mods which also affect the chaos.lua. But I think running htem both causes the chaos invasion to break, so i was wondering what your mod has to do with the .lua?
Zarkis  [розробник] 20 верес. 2017 о 10:57 
I needs chaos.lua to run. But which mod is using chaos.lua? There is nothing in there that has to do with the chaos invasion.
I was using this one https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=874416173
But it looks like it alters the chaosinvasion lua, So i think i was mistaken, it dosen't conflict with your mod.
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