Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I considered making the units exclusive to the Cult, but i fear any change now will crash active games so I'll leave that for a big future update
I also had the idea for a "cult of Sigmar" a while ago, maybe you can find something useful;
;
The Cult of Sigmar is tied to the Empire ( if the faction "the Empire" is destroyed the Cult loses automatically).
The Cult also cannot occupy territories but "claim" them for the faction "the Empire" (like Belisarius in the Last Roman-DLC).
The Cult also does not raze settlements, but "purge" them (reduces corruption significantly +razing it)
The Cult also can establish a monastery (establishes a conclave, for details see below)
The Cult works via having horde-like armies and conclaves ( 1-Slot undercities based on the pirate cove mechanic)
The "horde" can sustain basic infrastructure but the conclaves are where you get your strongest units and and boni.
These conclaves are established by your agents,your armies postbattle options, events etc andcan only be established in cities ruled by the Empire province factions.
Volkmar has no access to the elector count system (no naming electors, no Imperial authority) but instead to the electorial machinations and the supply system Markus Wulfhart has (representing the acceptance of the people for the Cult and a way to get the elector specific troops as "gifts" from the counts).
Acceptance is gained by destroying Beastmen/Chaos/Vampires/Orcs/Norsca armies/settlements, reducing corruption in the Empire as a whole, events, good diplomatic relations with Empire factions etc.
Low acceptance leads to penalties in recruitment time/cost, increased building time and decreased income aswell as the chance of your conclaves dissolving and losing the Emperors protections (allowing the electors to declare war on you!).
High Acceptance decreases recruitment cost and upkeept aswell as building cost and the chance for new conclaves to be built aswell as unlocking the "army of faith" ( giving all cult armies a brayherd except Volkmar, who has this option always).
Animosity on same note increases the chance of Beastmen/Chaos/Vampire rouge armies appearing and introduces diplomatic penalties with the electors on the higher stages (except the faction "the Empire") aswell as general leadership buffs to the cults enemies.
The Cult still uses influence as a ressource (for the electorial machinations, building upkeep, events etc).
For extra excitement the Cult could use the office system to simulate the cults inner structures with 4 stages
8 -Novice slots; No Influence cost, no animosity penalty, + untainted,
6- Initiate slots; " " " " ", counts towards animosity penalty,+ untainted, ,+magic resist (all forces under command), etc
4- Priest slots;"" " " " " ", counts towards animosity penalty,+ untainted," " "
2- Arch Lector slots; Influence cost, counts towards animosity penalty, +untainted," " ",
1- Grand Theogonist slot (which is always Volkmar),
Eventually all of those offices should grant access to a range of battleprayers so that the player can decide to go for the prayers as character abilities or through the cults mysteries
Furthermore the Cult has (some) different army stances.
No raiding, no levy from stetroops, no channeling but
"Witch hunting",
cost 25% movement range, reduces corruption, reduces army upkeep, increases agent success chances in the region but imbues public order and income penalty and diplomatic relation to the faction owning the territory.
"Preaching"
costs 50% of movement range, allows ecampment stance, increases public order for human factions, decreases recruitment cost but increases army upkeep.
The last option "crusade"
- enemy WoM reserves, + melee attack, + movement range, + leadership and - missle resistance and - campaign vision range.
The stance "crusade" is unlocked through the option "crusade", which decreases diplomatic relations of all Empire provinces with the faction "the Empire" has the worst diplomatic relations with, basically a gangbang button with a hefty influence cost.
For additional interest the Beastmen campaign endbattle could be victory condition, but with you now in command of the Empire forces.
I dont think the cult as horde would work well and it wouldn't really be lore friendly, but having them have limited settlement locations + the pirate cove or skaven undercity mechanic would work well.
What i would suggest too is to grab more units for the sisters of sigmar from the Mordhein game. That would expand them more.
Also, maybe you could talk to Shawsmucle and other modders to have some unique models made.
Well, the idea behind was that you´d have the Cult as a Sub-subfaction, since they don t hold official officies.
I like the ideas you've posted here NoSkill, it would be a mammoth undertaking to change the mod now, but it could certainly be something I'd consider as a work in progress
And that is my biggest worry. And horde factions dont really play very well in WH2. I would say a option like the empire hunter in lustria would be better. Like, you can have cities and all but instead you could choose to take it for the empire and get support from the main empire or start taking cities to themselves and maybe even declare themselves another state at some point.
And that you add technologies focused on ending vanpiros and factions of chaos
I always intended to make the new units Cult Specific but i left a value in during testing which allows other empire factions to recruit these units, its a simple fix but it will break any game that's in flight where any other faction has recruited those units, so i plan to hold off until the mod is a little older and i can bring a new range of updates.
you could see into adding this mod (or using its models) for more units
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2113738589&tscn=1603562684
I'm not a fan of using other peoples assests, if people want another Sisters of Sigmar unit I can look to create them
Like i suggested before, i think adding all the rosted from the Mordhein game could be a nice lore friendly expansion to their roster.
I want to translate your mod for the community in german.
Now I wanted to ask if i can do that.
For myself, I just created a "custom mod" with the PackFileManager, imported your package and translated the texts.
Do you or someone know if there is a better solution for this than using the whole mod? Can i create a submod that only changes the language?