Total War: WARHAMMER II

Total War: WARHAMMER II

Flamboyant's - Reclaiming Lost Dwarf Holds
Flamboyant Schemer61  [developer] 19 Jan, 2019 @ 8:39am
SUGGESTIONS
Share your ideas with me please.
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Showing 1-12 of 12 comments
Flamboyant Schemer61  [developer] 19 Jan, 2019 @ 8:40am 
Antanos
Hey this looks like an awesome mod, but would it be possible for you to make a mod that gives certain cities bonuses to any race that occupies or destroys them? That would make the game more interesting as a whole. Look at the sword of khaine for instance, I think it is an epic addition because every faction can use it (even though AI uses it wonkily)

So for example: capturing the galleon's graveyard could give +15 percent movement range at sea, and -50 percent deep sea attrition for all armies in your faction.

Black Pyramid of Nagash: +20 leadership against ALL undead (so VC, ZP and TK) and +20 diplomatic relations against ALL non-undead factions (so including chaos lol)

Oak of ages (razed): + 20 winds of magic reserve for all armies, +1 chaos corruption (all settlements), and an acorn of ages talisman (gives the lord with it equipped a regeneration aura). This is all lore-correct, but ofc that chaos corruption is something you'll have to consider first.

Antanos

Karaz-a-Karak (all factions): +10 percent income from mines, + 5 percent income from trade, and the phoenix crown (idk, maybe a "follower" that gives +10 leadership against all elves). if elves get it back, maybe a bigger reward though.

Itza: - 75 percent miscast chance for all armies (its the apex of order), + 10 percent tax rate factionwide (all the treasures in Lustria), + 50 percent chance of acquiring magical items after taking cities and fighting battles (all them ancient artefacts).

Lothern: +10 percent income from trade,

I think giving each faction bonuses for taking important cities is a great idea, but like this you benefit all factions with far less work, and makes these important locations a lot more interesting to interact with. Whadya think?
Flamboyant Schemer61  [developer] 19 Jan, 2019 @ 8:41am 
Yes, I can make some scripts that will give bonusses to every faction that occupies it. About razing, I don't know yet, but can learn it in time. But the thing is, I want to first make a mod for every faction in the game, and gain some experience about scripting. Then I can work on mods that gives bonusses to everyone who occupies x cities.
Antanos 19 Jan, 2019 @ 10:27am 
oh thats cool that you like my ideas. I was actually just suggesting this to make your life easier, but if you're planning on doing both race specific and any factions, then thats also great!

Also, one more I forgot:

Skavenblight: + 3 public order and +10 growth factionwide, as the skaven no longer spread their rot below, and + 2 siege wait time for provincial capitals (as now there's no more tunneling below making structures unsound.

As an aside, if you're going to make skaven the next race, holding skavenblight had better give insane buffs as all 3 lords start far away from it and it is their capital. So like definitely a lot of gold, and maybe something like (these are just suggestions btw) +10 winds of magic reserve (all the warpstone there), +1 skaven corruption factionwide, + 10 leadership (quite a lot for skaven), -5 percent recruitment cost and upkeep etc.
Zoltan89 20 Jan, 2019 @ 1:28pm 
Nice ideas so far, by the way could it be made in this way that there are "your" grudges and common dwarf grudges.

Your grudges: Directly inflicted against you in the campaign, not resolving them leads to worse relationships to dwarf factions, locks the confedation op, less trade value with other dwarfs, if it gets worse even breaks alliances

Common grudges: Solving them gives you some great bonusses and maybe some titles like "hero of the dwarfs", "son of grugni" etc.. (similiar what you did so far, also new grudges that get created by AI dwarf factions, if important holds get taken etc..)

Also campaign mechanics around slayers would be cool, if a dwarf unit flees from the battlefield they get transformed to slayers^^ and if slayers are not often enough in battles they could leave your armies. (getting away with it is to retreat (generals desicion) if you see that you cant win the battle)
Last edited by Zoltan89; 20 Jan, 2019 @ 1:30pm
Flamboyant Schemer61  [developer] 20 Jan, 2019 @ 5:17pm 
It is somewhat possible, but needs weeks of intense work on this mate. I just doN't have enough time to do that and keep other mods going. Even though this is a very cool idea, it's a thing that needs a lot of work to do for little results.
Zoltan89 21 Jan, 2019 @ 6:40am 
Originally posted by Flamboyant Schemer61:
It is somewhat possible, but needs weeks of intense work on this mate. I just doN't have enough time to do that and keep other mods going. Even though this is a very cool idea, it's a thing that needs a lot of work to do for little results.
I already feared to read that, but thanks for the answer. I guess the devs could make this more easily because they have better tools at their disposal.

Anyway, thanks for your amazing work so far! :cozyspaceengineersc:

EDIT: Another idea, solving a grudge allows you to choose a weapon/armour etc. out of the dwarf manufactury mechanic, but restricted to the grudge level, so a high grudge of 16+ gives you access to 1 unique item etc..
Last edited by Zoltan89; 21 Jan, 2019 @ 6:45am
Flamboyant Schemer61  [developer] 21 Jan, 2019 @ 6:48am 
Yeah man it's much easier for them. Also, my current script adds something like a 1 page long for all of those events, compared to it having grudges should take twice of that at least.Hence, even though I would like to have those kind of mods, working on simple mods like this which gives more content within less time is clearly the only way for me right now. Because I want to add as much content as possible to the game.
Zoltan89 21 Jan, 2019 @ 7:07am 
I understand your thinking, but one can dream :D, what about the edited idea?
Flamboyant Schemer61  [developer] 21 Jan, 2019 @ 7:16am 
it's another piece of long script that I have to learn how to do first lol, so same principle applies there.
Zoltan89 22 Jan, 2019 @ 5:44am 
By sigmar, NOO! :D
Dimitrius 12 Dec, 2020 @ 1:01pm 
"4) Karak Zorn
-40 Relations with LizardmenFactions"

Why?
Elchardus 12 Mar, 2021 @ 2:50pm 
Silly idea, would be nice to travel between important dwarf holds like the wood elves can travel using the world tree. :) might be complicated work though
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