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Balancing suggestions:
-No tree kin summon for tree bark. It kinda is really OP in some situations and they dont really do what summons are supposed to do, which is disrupt enemy. Instead they completely destroy the enemy. Instead do 2-3 summons of dryads to make it much more balanced. I will be sad to see tree kin go but i really think it isnt needed as a summon. On that note you should balance out the amber kin to be slightly less stronger as they are much stronger than vanilla tree kin. Either leave the hp/armor and make melee stats less or make hp/armor like vanilla and make melee stats stronger.
-The amber bark base stats(not the ranged stats) should be weaker than treeman. Thats because amber bark has much more use, with the artillery AND the summons. Currently its slightly higher than tree men but I personally think it should have less hp(maybe 6k or less) and much less melee attack, defense and strength. Everything else about it is pretty good, especially the idea about a mortar, supporting, tank unit(that shouldnt really be in a melee fight, and only to hold or defend).
-Idk if its a bug or not but i cant upgrade the eco building (the blood shade thing) past the first tier. But its actually a good idea for this faction. Instead make the only eco building outside of slave eco a buffed khorne eco building and alongside slightly higher money (maybe 500 for top tier eco) make the public order loss and chaos higher.
-Make the amber gaurd with bow, shield, spear less op. Idk why these guys have higher ranged capability(much higher) than waystalkers. If you make their ranged capabilities to scouts or less it will still make these guys strong because they are really good hybrids, but not as op as they are now. It will still make waystalkers viable(as they have no reason to exist at the moment).
-amber gaurds sword and shield. While I really like this unit, it doesnt really fit with WE at all(even if this is a khorne version lol). There shouldnt really be any sword unit in WE only 'great weapon' units, spear units and bow units. Its a really cool idea but isnt really needed to make this faction unique.
- Regarding the 'heavy' cav its a cool idea but I think there should be something that makes them less strong (due to the ridiculous armor) like much less charge compared to vanilla instead of more op charge.
-The amber sisters on the horse is pretty nice and as long as they have high upkeep the only problem I have is the shield of thorn spell having an area effect. Make them have a spell that only affects one unit instead of all units in an area.
-Here is a general thing I think you should think about. The reason the WE have such low armor is because their speed is amazing. You should keep that in mind when making these units have a lot of armor. Whatever units you buff with armor should be nerfed in the speed category by a lot. Examples include amber blood legion, amber gaurd hawk riders, the amber lords, amber gaurd blood stags, etc. And if you really want to push the balancing to even higher limits you could also reduce their melee prowess and use that opportunity to reduce upkeep but thats not really needed, but more like a personal choice.
Lords:
-For the lords (maybe not the legendary lord but referring to the normal vanilla lords) make the top part choose and lock. Meaning make them themed. There could be an armor and speed buff for all elves but it will lock the (kinda op atm) ranged damage(make it 10%), ammunition and reload speed. So you can give the ability for the lord to be melee focused or ranged focus because these buffs can be really really strong.
-Also because the amber lords have a much better army buff, even after you nerf they are also stronger than the vanilla glade lords. Either make their stats the same as glade lords or weaker to make them balanced. They are currently better than glade lords in EVERY regard which shouldnt be the case. They got magic, stronger archery, stronger melee, stronger army buffs all with the same upkeep stats. If you make their melee, armor and ranged less(i recommend much less), then it makes it much more likely for people to diversify their armies.
For the unique units like the khornate units I wouldnt know how to balance them as I havent used them a lot but if you havent yet im sure you can just copy the stats from the original mod which im sure is balanced. And because its in the WE roster you could make them slightly weaker. Other than reducing the charge by a lot it seems alright and should have a high upkeep. Keep up the great work because I really enjoy this mod!
EDIT: forgot to add one thing, I experienced all of this on legendary difficulty on my first play through. I am not any good at campaign in this game and the only legendary difficulty game I have ever played was the easy HE, even still I managed to get a doomstack of waywatcher units(like 10ish of them) on round 39 which is ridiculous. This mod would be a lot more fun if it was more challenging.
1. There is a feature in this mod, which I assume is a bug/oversight since the faction is meant to be Khornate Wood Elves. When playing as the Amber Kingdom, the faction spreads Chaos corruption in its owned provinces, yet this Chaos corruption causes negative public order instead of improving it, leading to players having to put down rebellions that reasonably shouldn't have happened in the first place. I would recommend that the Chaos corruption should increase public order the higher the corruption is.
2. As feedback for the faction's economy buildings, I feel like the ability for a player to grow the faction is minimal due to the very high cost of the units versus the limited income you receive. The Marketplace tree gives 1200 when fully upgraded, but every Amber Guard unit costs 350-360 for upkeep. I understand that Orc slaves are meant to be the main section of an army's line, but after playing 50 turns, I had only assembled 1 full army and had a very difficult time expanding due to having to put down Chaos corruption rebellions that happen, even though the faction itself spreads Chaos corruption (eg: Point 1). Limited income is also hampered by the low income from the Foraging Groves (building symbol with the deer and arrows on it), with it only offering 160 per turn upon Tier 3. Since the Amber Glade is the only nearby "Wood Elf" 12 slot building, the player will be straining for income due to only having 1 option in the early-mid game for a fully upgraded Marketplace, and have an abnormally difficult time in defending their territory due to the limited number of units they can field.
Trade works when you have one of the ministerial positions that allow that function (was different at first to have a contrast with the Wood Elves, but then this mod is based on Mixu's unlocker that his mod has scripts that affect this faction -and all other WEF factions- regarding trade, so for now that's how it's gonna work).
You should try to do something with OvN lost factions mod. The city next door are the arabyans so some mercs could come from it maybe? I remember some time ago you mentioned you dont really use other mods but I think that unlike SFO, OvN adds extra factions in the spirit of the base game. Its like this mod but even more compatible with next door factions and to a level that people might think they are actually part of game. It really adds to the game by bringing a bunch of factions to the old world which really diversifies the map. I mean I dont think this faction should be added to the huge roster of the new factions(OvN is pretty lore friendly), it can use some attributes from it such as arabyan slaves or something which would be cool (the models do look pretty sweet and there are some actual slave units from the mod). So you should first try the mod yourself (honestly top 5 of all mods in this game) and try to incorporate some arabyan slaves into roster (more lore friendly than green skins). If it works out well enough you could completely replace the green skin slaves and the gifting of lands with a custom arabyan faction (would be the ultimate lore friendly addition lol. Another thing to note is Arabyans also revel in corruption ).
Glad to see the progress made on this mod, btw but try not to overextend with the features because the bottom right part of the screen is really packed :). Quality over quantity as they say.