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Hey man thanks for the message I'll be checking the monster building out see if it all still works correctly. It should increase your chance of getting the unit the longer you have the building but something might be hindering that.
Edit: I have checked to see if it still works, and it does for me.
I have however buffed the percentages of the marauder beast buildings and added % chances to the description of the other buildings.
If the problem does persist after 10 turns, you can get in contact with me on the C&C modding discord: https://discord.com/channels/373745291289034763/385785485655539713
Appreciate the quick response. Maybe I was doing something wrong. Will try it out with a new game. Thanks!
Edit: Re-downloaded the files and started new campaign but still no units not even cultists. Not sure what the issue is. This only happened after V0.3 launched.
(I had thought there was a problem converting normal cults into marauder cults when norscan vassals take settlements that have normal cults in them, but it seems I was mistaken, so I removed my original note about it here.)
Another thing I noticed (though maybe I missed something in my limited time playing with it) is that it doesn't seem the cults have any real way to be detected and combated, as the Skaven undercities do. As far as I recall, there is only one cult building that increases discovery chance, and that's up by 80 or something. Seems pretty odd and largely pointless. I think it should follow the same discoverability scheme that the undercities do. Perhaps have a building themed around corrupting authorities that lowers discoverability but has an upkeep cost, and have most of the buildings increase discoverability. It would make the player have to strategize when building up cults instead of just building whatever they want and have the money for (which is the entire purpose of the discoverability mechanic).
Overall, in my brief time with the mod, I think you've got a good foundation, but it could do with some significant balancing. I'll play with it more and come back with more feedback (or retract some criticism if I find I was too hasty). Just wanted to put this first-impressions feedback here for now, so take it as such. I look forward to seeing what you do with the mod in the future, and seeing what else it has in store as I play with it more. :)
You're right there currently is no way to combat the cults at the moment. The next update is focussing on that aspect on the mod. I have steered away from the discoverability from the original game since I wanted the regions corruption to influence whether or not the cult is discovered.
I did notice, however, that, while the description says that it doesn't apply cults to Vampire Counts and Skaven, it does not delete them from settlements that are captured by those factions, so I have several cults in settlements owned by the Vampire Counts now, and one owned by Skaven. Not sure if you are aware of that possibility or if there is a way to fix it. I don't think it's a game breaker, but figured I'd mention it.
it doesn't break the old version of the mod configuration menu, only the newer one.
it simply wont let it open midgame and it messes with new faction spawns like Lost Factions, i REALLY love your mod but i'm not able to play with others mods, and is sad, cuz it makes Chaos a fun faction :(
Hey man, thanks for notifying me.
Sorry to hear it is breaking stuff, I have had reports before and made attempts to fix this. But I never got a response if it did work. I'll check myself if I have time tonight to see if it worked. I have been primarily focusing on the new update so this bug kinda flew under my radar until now since I never got any extra reports of this.
I'll make a comment on the page if this is resolved and I fixed the bug.
1: This is already mentioned but I have to agree, in it's current state the buildings having no discoverability causes faction-wide buffs to stack up very quickly. when you get 12 buildings buffing the same stats faction wide all of your units become godlike and unbeatable. I would highly encourage you to shy away from something that strong and instead make things like that province wide or convert them into province-wide de-buffs to opposing factions.
If you want to have faction-wide buffs you can do a few things to keep them balanced:
-make them raise discoverability significantly (discoverability really helps the player and ai deal with undercities properly)
-make them unique buildings to certain provinces to limit the number of them a player can build (for this I would recommend places in lore that are supposed to historically have chaos cults and theme them to those cults which helps keep the mechanic interesting during a long playthorugh and gives a reason to seek out certain setlements)
-consider giving them upkeep or making them more expensive to build or take longer to build.
2: Discoverability, if you want to decrease discoverability of the cult based on chaos corruption make that the purpose of certain buildings. I have seen many effects of public order tied to lack or presense to corruption, just instead try tying discoverability to that or create a building chain specifically for lowering discoverability. This puts it on the player to make choices on what buildings are worth the risk. If you make discoverability work for you instead of creating a new mechanic anything that fights scaven discoverability will be automatically be compatable and feel natually implemented into the base game. Plus the ai will have a better idea of how to fight it. If possible I would add your mechanic to descriptions about discoverability so that it's more intuitive for players and again feels like its supposed to be in the base game.
3: The cults spawning for corruption is cool but far to frequent and has a tendancy to give very little reason for you to use your agents. I would raise the corruption level required to 100. You will still get a ton of them but only in areas where it makes sense. Even at 100 you will still have plenty of them spawn in areas settled by chaos spreading factions, areas where factions are trying to resettle chaos ruins, and areas where chaos factions are actively spreading corruption with lords and heroes. Even with this I would still have them spawn infrequently until the chaos invasion begins and then maybe kick them up a little bit but not too much or your just giving free settlements with no drawback and it takes away from the fun of the new mechanic itself. Please try to encourage players to spread it with agents, it really gives agents more of a use, spawning them is nice but not if it happens too often. :)
4: A small addition here, but a smaller version of your cult could actually be used to add a real cult of pleasure/excess to the Morathi Faction. Not that you have to of course but it would work if you were interested
5: Nanu Undercity overhaul adds scripts for creating minor battles when destroying undercities with units that depend on the buildings themselves as well as scripts that add undercities to recently taken settlements. These are mechanics that could really add to your mod for norska cults or chaos fortresses(since you use sfo) if you wanted to integrate something similar or create a compatibility patch.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1940123416
I'm excited to see where this mod goes and I hope this helps a bit. I know from my own experience that modding and balancing can be a lengthy and frustrating process but you have a gem here that just needs a bit of polishing. :)