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One thing i’d say is that this faction seems to be going along the theme of explorer/miner, which i love. I would have thought that they would be less honourable that other dwarves, so i kind of feel the slayers are a little misplaced.. also the beserkers.. i mean, these are gold hungry explorers. Other than losing your gold, why would they go beserk?
Would be cool to get an engineer lord to support range, with some interesting active abilities.
You could also take them down the mercenary route, maybe some human RoR or something?
Anyway, love all the artillery, bazookas and different niches gunpowder units. Maybe this faction will keep me busy until my beloved chaos dwarves are released!
There are a couple of names that I feel are a bit too out of place just in a general sense, like Sniper (could be Marksmen, or Longrifles/Longmuskets etc) and Rocket Launcher (could be Earthquakers in the theme of being advanced Thunderers, or something like Mountainbreakers in the theme of prospecting/mining).
But aside from that I think the prospecting/mining theme needs to be leaned into a bit harder in general, little things like the loadscreen description saying they drove orcs out of the mountains which have gold and diamonds, I think if you make it either their mountains contain a unique mineral that they mine, sell and make their unique stuff out of, and/or have a connection to something like chaos dwarfs in the mountains that they cleared out and stole some tech from. That just works to help give reason for their uniqueness from other dwarfs in gear/look.
With that in mind, you can then separate your troop naming scheme in terms of soldiers and workers, Obsidian Legion is a good name, and I don't necessarily suggest changing it, but if that is the name of the soldier class troops who get the obsidian armour, then standardising the naming format helps to clarify the distinction, which for the most part you have already done, but I will just give some examples;
--Shieldwall --- to Obsidian Legion. Make them the default selection for legionnaires (also shorter names not only fit better but easier to identify differences in during combat).
--Obsidian Legionnaires (Charge Breakers) --- to Obsidian Legion (Blasting Charges), or Obsidian Charge Breakers, or Legion Charge Breakers, etc
--Obsidian Legionnaire (Blunderbuss) --- Obsidian Legion (Blunderbuss)
--Obsidian Legionnaire (Musket) --- Obsidian Legion (Musket)
--Heavy Thunderers --- Obsidian Thunderers, or Legion Thunderers
--Heavy Thunderers (Grenade Launchers) --- Legion/Obsidian Earthquakers
--Snipers --- Legion/Obsidian Marksmen, or Legion/Obsidian Longmuskets
--Rocketlauncher (Bombardment Rockets) --- Legion/Obsidian Mountainbreakers
--Rocketlauncher (Brimstone) --- Legion/Obsidian Hellsmelters
Sticking with that notion there's a few units I am not sure about the exact role or intention of, the Sentries, Scouts the Linebreakers and the Legion Vanguard, in the theme of legionnaires you might want to distinguish the non veteran Obsidian Legion types into Legion Scouts, Legion Sentries and Legion Vanguard to represent the roles of those in training for the general army or specialist roles.
Also like i pointed to earlier, the prospector/mining theme should probably be leaned into being the namesake, with the miner class being the most popular, which I think requires distinguishing them in name at least, but also by the kinds of outfits they are in makes sense. So for example in a general sense making the legion class units (the distinctly armored units) more expensive and smaller in size than the miner class units, who wouldn't be uniformed in the military sense.
The theme of having smaller to medium unit sizes for the legion in general and/or the veteran unit is good in that allows you to make them more elite and better equipped than other dwarf factions, and if you make a few of the units miners/prospecters they can function as big cheap meatshield units that make up the bulk of the empire, and/or you could even add a few human mercenary type units if you wanted to keep a theme of small numbers of very rich and veteran dwarfs, which would also keep them quite unique.
The other name change recommendation I would make is for the Ironclad Landcrawler, again in the theme of mining/prospecting how about making it in the theme of some kind of mad mining contraption? Blasted Contraption or Infernal Machine or some such hehe.
Sorry for the long post, but I do appreciate your effort in making this mod and wanted to just share my feelings on it, as you say in your description it is a CA added faction so it can be whatever you want really, and I do like the route you chose to go, it was just some things seemed a little out of place or over worded in some of the naming formats.
As for the role of scouts, sentries and the vanguard - they are meant to be the 'desert' units. You can use them to set up ambushes/flank or simply as lower tier troops (scouts are your only dedicated ranged option til you unlock thunderers).
My idea was that contrary to the main dwarf factions who conscript most of their (non-elite) military from their crafting guilds in time of need the Prospectors have a professional army. Therefore the units are better equipped and trained on average but simply have less soldiers availabe. And miners and craftsmen are primarily civilians, which is why not many units show up with a miner theme. Instead I themed their economic techs/buildings with a focus on mining.
And the loading screen text is from the faction unlocker I think, I didn't make my own yet :).
Maybe just distinguish the name of the crafting guild units from the legion ones and any miners, as for the desert units, I think they might as well be considered within the legion (as their battle support units), but they could fall within the crafting guild too.
I wasn't sure about the load description myself, was worth a mention. Great to hear you are open to the name change notions in general, as I noticed a few more things in playing; ;)
A few little spelling mistakes, the level 5 siege workshop the Warmachine Hall (is misspelled Warmachnine), and the Ancestor Shrine (misspelled Anceistor Shrines), and apothecary is misspelled a couple of times, Engineer's Hall is also misspelled Engineers' Hall. Little things I know but I noticed them and thought i'd let you know.
Keeping with the buildings a couple could do with a rename to help fit in,
Explosives Testing Facility --- Gunsmith's Laboratory
Gold Digger Camp --- Prospector's Camp (into mining camps, quarries, tunnels etc)
Hospital --- Healer's Quarters
and the Hospital building name;
Level 1, Herbalist
Level 2, Apothecary
Level 3, Master Apothecary
Level 4, Apothecary's Laboratory
Also when it comes to the Ushabti Slayers, Dwarfs are very heavily themed for slayers to be unarmoured so maybe they could take the role of Obsidian Legion (Great Weapons), or a Legion Berserker type unit, if making unarmoured Ushabti Slayers will be hard to do, if you can make unarmoured Ushabti Slayer models with some ease, maybe have both, the idea of them having Ushabti Slayer units does actually fit, but slayers in armour will turn a lot of noses hehe.
Thanks for taking the time to respond and consider Elon.
-I'd disable the runelord recruitment if you don't take the slayer route. The idea is if you go full technophile/mad scientist, the rest of Dwarfen society will look at you like you're untraditionalist rabble rousers. And with runelords being some of the most curmudgeony old bastards in all of dwarfdom, I'd be surprised to find any fighting for you. Runesmiths at least works, especially with the one focus it has in the tree locked behind a 5000 gold paywall. But Lords? Nah.
-I think it'd be nice if the units were full sized, but the pay also increased. So instead of a group of 50 gunners, you get 100, but the upkeep is doubled accordingly. For defense this'd certainly make losing places harder, but to be fair unless you build two of those public order buildings in every region, you're going to have rebellions near constantly, and that's not even factoring in corruption from the later focuses. The idea is they make up for their lack of numbers with ever more advanced technology, so keep that going. Units are just more expensive to account for that rather than halving unit sizes. It'd be harder to get off the ground in a campaign, yeah, but once you're dug in, you're harder to dislodge. It's like the rest of the dwarves but amplified.
-I get the rest of dwarfdom not being too keen on you but what about the lost realms? Karak Zorn and the Spine of Sotek dwarves? I could understand if Zorn scorned you as well, likely being ultratraditionist by nature of their situation, but I think the new-world dwarves would just be happy to see someone that's not literally a cold-blooded killing machine. If you do ever find a way to add special landmarks to settlements, maybe add one to Karak Zorn and the SoS capitals? I get there's the hall of the ancestors in the former, but maybe you could also build a special engineers guildhall or propaganda station that improves relations with the other dwarf realms? I'd understand if they were still skeptical of you but if you managed to retake THE first Karak from greenskins or ratmen, everyone would celebrate knowing it's at least back in dwarf hands. And as for the spine, I dunno, a building that increases your chances of ambush, reduces jungle attrition, maybe increases damage to a few races if that's a thing? Essentially a special version of the ranger station minor settlement building to thematically show you're expanding into the jungles of an entire continent?
-To take a page out of Cataph's Kraka Drak mod, some special settlement buildings allow you to recruit norscan tribal units, the idea being that they're some of the few survivors who refused to bend to Chaos. Essentially this gives dwarves cavalry units, along with some less pricey yet still decent melee options, as well as 2 or 3 regiments of renown that are also norscan. Maybe don't add a full building, but the Arabyan focus where you choose between port income or no desert attrition could also grant recruitment of a few regiments of renown and maybe a reskinned free-company militia/Sartosa dual-wielders unite from some military buildings? Like, you've integrated the Arabyans instead of just forcing them from their homes, so it'd make sense some would be willing to fight for you, albeit for a price. Maybe they could be recruited from trade stations, or the gold miners town buildings that eventually nuke public order?
-Maybe dial down the corruption from later focuses? Public order is one thing, but between the 5 vampiric and later 5 skaven, you'd have to build a shrine to the ancestor in pretty much every settlement AND venerate the ancestors. I think it should definitely make it so that just the ancestor commandment wont cut it, but it and one religion building should at least slow it to a crawl, not slightly dampen it.
-A lot of the unique techs and descriptions are a little grammatically off. Ever so slightly. It's a minor thing that's easy to fix but I guarantee remedying it will increase the score of the mod to a noticeable degree.
-Lastly, and this is more cosmetic than anything else, but maybe give the Thanes an obsidian legion reskin? The master engineers are fine as they are, they've always been the more forward thinking of the dwarves and there have been a few who regularly flaunt technophobia in the lore, but Thanes are usually these scions of important noble families steeped in tradition. Like the runesmith heroes it makes sense that they COULD be there, but slapping some black armor on them to make them look more like champions/sergeants of the Obsidian legion would be a great touch, aesthetically.
Sorry for the rant. My opinions might be entirely wrong but I figured I'd drop them since this seems to be the defacto suggestion box. This mod really does seem great, and I love that one of the game-made factions is being given some lore by the community, lore that meshes pretty well with the source material at that. I'd love to see it hit 5 stars in overall rating. And if you ever decided to take your style and paint Sudenberg with it, I can guarantee I'll be singing that mods praises too, no doubt it being as great as this one. Thanks for the good times.
The Runelord: Huh, tbh I just forgot about the runelord. I don't have the necessary dlc to field runelords myself and actually the faction isn't supposed to get runelords at all (as seen in custom battles where they aren't an option at all). I'll try to remove him when i have time.
Unit Numbers: I personally like the low numbers. Never really agreed with the decision to have the 'dying' races fielding units of the same size as the empire for example. While it kind of works in mp through unit cost it feels strange in campaign to me where army sizes are capped at 20. Maybe went a bit overboard with how low the numbers are, but i don't think they play badly. Also I would have to rebalance everything when increasing the numbers which would be just too much work tbh.
Landmarks: I had landmarks ready for the mod. The last update broke them and i have been unable to repair them thus far. I will only add landmarks if i can do it without startpos edit (which is the way most other mods add them), so sadly can't really promise anything in that regard.
Diplomacy: I don't think the Spine of Sotek dwarfs even are in ME, are they? And in the Vortex there are only 2 dwarf factions to upset with your tech, taking one of them away kind of undermines the tech penalty.
Human Auxilliaries: This gets suggested relatively often. Not a fan personally. Human units that would make sense to add would either be cheap-ish fodder or cav. Both filling holes in the roster that I left by design. The humans might make things too easy imho.
Corruption: I am honestly suprised that you are the first person to bring this up. I was playing with the idea to reduce the corruption on the techs for a while already. What kept me from touching them at all was the fact that literally no one complained about it until now. This made me think that it might be less impactful than i thought it would be.
Grammar: Yeah that's fair. You are not the first to tell me and I have been a bit lazy in that regard. Proof-reading is just no fun, but I should get to it. Gonna put it on top of the list.
Thane Reskin: That is a neat idea actually. Should do that when I have time.
Sudenburg: I am working on Albion currently. I doubt that I will do another race for WH2 when I am done with the warriors of the misty isle though.
I'm struggling to find a place in my roster for Rocket Launchers (Brimstone). Against infantry they are useless (to be expected) and against large (whom they are supposed to eat for breakfast) are almost half as weak compared to a unit of Heavy Thunderers, who are also tier 3. (I also tested this in a custom combat. 1 unit of Thunderers shooting at a Hierotitan and a unit of Brimstoners shooting at a second Hierotitan).
Of course, vanilla Brimstone Gyrocopters also have underwhelming damage, but at least they somewhat make up for it through their mobility.
Am I missing something or do they need a bit of love?
To elaborate, in my first run I was running with several mods and there were no issues/bugs in the campaign. Since the special units get unlocked fairly late, I didn't find any problems initially. After reaching late game and completing the research and buildings, I found that the units don't show up in the recruitment panel.
To test it completely without other mods will require another long playthrough. Before I do that, am i missing something? Maybe a different building chain or region which isn't specified in the UI?
Edit : Just realized after going through the comments on the bug reporting section, I need to conquer and build a landmark on Nuln, Skavenblight and Sartosa.
Anyways, great mod. Gonna fire up another campaign.