Total War: WARHAMMER II

Total War: WARHAMMER II

SWO-RD core: Southern Realms update
stephane.f.david  [developer] 31 Jul, 2018 @ 9:35pm
Dark Elves design
Here is what I plan to do for the Dark Elves.

First, they don't really have heraldry or a strong sens of "kingdoms", as they have in Ulthuan.

So I will handle them differently.

Each unit will exist in a normal and generic version.

- The normal version of most units can be recruited in any DE provinces. With standard stats.
- The normal version of some special units (actually Executionners and Blakc Guard only) can be recruited only in a specific region.
- Generic units can only be recruited where the normal units cannot be recruited.
- Most units won't be capped.
- Special units (shades, cold one knights, hydra, dragons, black guard, executionners) will be capped.

This is different from the HE mechanism
- Outside Naggaroth/Ulhutan, HE and DE can both recruit weaker generic units.
- In Naggaorth, the DE can only recruit the normal version of the units (ie generic not available). They are not capped, but there is no Elite versions. While in Ulthuan, HE can recruit the kingdom version, capped, or still recruit the generic version not capped.

- Generic and normal version will have a very similar uniforms, the main difference will be the border of the info card. And the size/stats of the units.

Since there is no real heraldry, the units will keep the faction colours, as in vanilla. While HE unit recruited in a region of Ulthuan keep their color.

Exemple
- An heraldic spearmen recruited in Chrace will have red colour, even if it's recruited by Lothern (Blue coloured faction)
- But a dreadspear recruited in Ghrond by Naggarond will have the Naggarond colour, not the Ghrond colours.
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Showing 1-2 of 2 comments
Des 31 Aug, 2018 @ 12:27pm 
I like the idea of elite generics coming out of faction capitals with the requisite buildings. I also like that you can only recruit region specific lore units from thier respective regions.

More to add to this would be specific Hydra units coming out of Clar Karond, and perhaps beast tamer units that buff them (like Tomb King architects).

In the end though you need to work out compatibility with SFO as more and more of us are not looking back from the mod. The more it grows, the hard it is to not use it, as it brings a lot to the table in terms of balance, replayability and fuction.
Last edited by Des; 31 Aug, 2018 @ 12:28pm
stephane.f.david  [developer] 23 Oct, 2018 @ 12:13am 
I don't plan to make a SFO compatible version, since I want to include in my mod everything I like, and disregard whatg I don't. See a compatibilty patch will hav eto be done and maintain by someone else.
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Showing 1-2 of 2 comments
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