全面战争:战锤2

全面战争:战锤2

Custom Lord Creation
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Vanishoxyact  [开发者] 2018 年 4 月 10 日 上午 10:55
Suggestions
Please list any suggestions you have for improving this mod and I'll do my best to get them in! Please check that your suggestion isn't already listed below to keep the thread tidy. Thanks!

Current Suggestions:
* Add customizing lord's image/model - complete
* Custom heros
* Faction/lord specific traits - complete
* Ancillaries from traits
* More negative traits (increased cost, influence cost) - somewhat complete
* Increase base lord level for cost
* More skill sets
* Show stats of lord to be recruited
* Option to recuit LL lords
* Option to configure trait points
* Fully customizable skills
* Customize faction legendary lord
* Skills which give spells
* Prompt if no name set
最后由 Vanishoxyact 编辑于; 2018 年 5 月 21 日 上午 10:32
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Estellus 2018 年 4 月 10 日 上午 11:54 
I think a few people requested extra skillsets be made available, IE: more than High Magic for Asur lords with the magic skillset. Similarly something like a hybrid skillset would probably be appreciated (such as the Loremaster skillset)

Also another suggestion I've seen a few times is 'A Patreon or some other way we can pay you for this daaaayum'
Vanishoxyact  [开发者] 2018 年 4 月 10 日 上午 11:57 
@Estellus: thanks I've added that one. I have added a paypal donate link but I guess its hard to see!
★Nova★ 2018 年 4 月 10 日 下午 2:40 
a way to pay more gold for more trait points?
EndlessSauron 2018 年 4 月 10 日 下午 3:31 
Have the ability to recruit more than 1 Lord at a time. Also Heros :)
Elric 2018 年 4 月 11 日 下午 3:46 
Custom units? Like, regular units?
Or have them gain attributes via veterancy?
Flat increase in HP, damage and other attributes per lord/hero rank?
Hurin, Papa of Turin 2018 年 4 月 11 日 下午 8:12 
Adding an increased influence cost option to the list of traits so you can pay influence for more trait points. Incrementally in line with how the game already offers strong lords for the HE at higher influence costs.

Also, you can currently get the inaccurate trait as a melee lord. If it's an easy fix it might be worth removing that capability as that's just a free trait point for a melee lord.
Vorondor 2018 年 4 月 12 日 上午 7:56 
* Customizing your startpos, LL and starting units for the Mortal Empires/Vortex campaign.
Estellus 2018 年 4 月 12 日 下午 2:28 
Would it be possible to add a way to increase the recruit level of a lord with this, for extra cost, either in trait points or in flat money/influence?
Also, potentially making it possible to take multiple copies of certain traits, with that in mind. I had the thought that once Influence costs are integrated, it would be interesting to make essentially a custom Legendary Lord by taking the Influence traits repeatedly in order to take a lot of other traits, especially if you work in something that increases recruit level, perhaps 1 point gets you +2 levels, or 1,000 gold gets you 1 level?

Pumping 180 Influence and/or 20,000 gold into a Lord being recruited in a region with a bunch of recruit level buffs and recruit a level 20 Immortal lord with several powerful traits off the top would be pretty cool. Emphasize Tall over Wide, especially if you're playing on a higher difficulty setting where armies get stupidly expensive and you need to cram as much power as possible into a small space.
Vanishoxyact  [开发者] 2018 年 4 月 12 日 下午 2:56 
@Estellus: great ideas! I've added increasing lord level to the list as it would be possible!
大佬峰 2018 年 4 月 14 日 上午 9:06 
如果可以让所有非魔法领主能够学识魔法,那就真是太酷了,毕竟全能的领主可以玩法更多姿多彩,感谢
Serpentarius 2018 年 4 月 16 日 上午 10:34 
This suggestion has a bit of a story leading up to it, please bear with me as I... am a person who likes to rant.

So, every once in a while, I like to mess around and go on a complete power trip in Total War games using mods, and this Cutsom Lord mod of yours seemed to fit perfectly with that idea, to begin with, turns out your Custom Lords are pretty well balanced.

From a gameplay standpoint where you want balance I can see the appeal for that, though from my " Super Murdermachine Lord of Massacre and Blood" standpoint this was not ideal at all, still undeterred I opened your Mod in Notepad+ and to my delight found that I could edit certain things like the cost of traits as it was not encrypted or anything, including the cost of traits.

Now I am honestly not sure what you did when you coded this thing, but it sure as hell does not like anyone messing around with the numbers, if ANYTHING is even 1 number off from where you set it, the mod does not work, at all, game still runs fine but the Custom button goes *POOF* and won't show up, which for obvious reasons ruined my plans and since I have no idea how to circumvent this, as I have 0 programming skills, I will simply add a suggestion for a box you can choose to tick labeled Cheat Mode, which lets you just go nuts on both stats and traits and add as many as you want or set the stats as high as you would like.

That way those who want to play the balanced and intended way can do that, while those who just wanna go on a power trip and say "screw balance" can do that as well.
Vanishoxyact  [开发者] 2018 年 4 月 16 日 上午 11:25 
@Serpentarius: The tables are 100% editable with no wierd side effects. It's probably the way you are re-adding the mod or something rather than the actual changes. There is still a limit on maximum number of traits though mainly due to the UI. Once I move this into a scrollable list, that should be able to be relaxed.
Serpentarius 2018 年 4 月 16 日 上午 11:50 
when I edit it in notepad+ I simply save my changes, and then tried to run the game, nothing was moved or anything it jsut didn't work afterwords but the moment i changed the values back to what they were the mod worked jsut fine :/
ImmortalAzazel 2018 年 4 月 17 日 下午 12:50 
Unfortunately @Serpentarius appears correct - I've tried modding the below lines of the pack similarly (at different times), line number is the value proceeding:

1039: local remainingPoints = 0 --: int changed 0 to 28

1093: if value == maxDiff or remainingPoints <= 0 then I attempted to remove the or remainingPoints <= 0

1342: local TOTAL_TRAIT_POINTS = 2; changed 2 to 16

1453: totalTraitPoints = totalTraitPoints + traitPointsForTrait; changed the + to a -

It's quite possible that my understanding of the surrounding code wasn't correct / those weren't the spots to attempt changes, but reverting back tot he original lines made the pack work again. I can't debug where my changes might have caused issues.
Vanishoxyact  [开发者] 2018 年 4 月 18 日 上午 7:50 
Which program are you using the make the changes? I would recommend using PackFileManager rather than notepad++. That might be the issue.
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