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
So, your mods have generally been made up of about four major points;
1) General QoL changes (Witch getting more swamp move, Pale Ones getting easier tunnelling, etc)
2) Standard recruitment overhauls (Voice of El crusader troops, Demonologist recruiting imps, etc)
3) Easier access to other planes where appropriate (Voice of El, Dryad Queen, Cloud Lord, etc)
4) Thematic terraforming/infrastructure-building rituals.
There are other changes of course (Baron actually getting A Lategame springs to mind), but that's the stuff that keeps showing up, yeah? A lot of it isn't necessary to apply to fanmade factions (they can handle their own QoL, and presumably if they were supposed to have unique standard recruits/planar access, the author would have given it to them), but your terraforming/infrastructure rituals are all priced/balanced according to roughly the same assumptions, and have a pronounced effect on the way games go. A fanmade faction that can't terraform and a vanilla faction that can are operating on very different styles of gameplay, y'know?
I admit, I'm thinking of Maverick00053's Dragon Fanatic mod in particular here because, well, see my username and avatar, you can imagine I have a thing for dragons :P
A few units (Priestess, Ancestor God, and one other IIRC) cause tile changes on occasion, provided the terraform<x> definitions/functions actually work. A small number of tiles have been changed (villages, for example, can produce chaff for Cultist), but I've no real plans to make significant changes to most tiles, as I try to avoid the "hit it with a hammer until it fits" approach.
Hilariously, I am one of the more prolific Total WAAAGHammer 2 (plus Shogun 2 and Attila, besides) modders. I've always refused to do sub-mods there because of how much of an absolute pain in the ♥♥♥♥ it is to debug. Here, it's not needed, since my request to have secondary load order sorting by filename was taken to heart and implemented in 5.08. There also aren't really many major projects for CoE5 at present: my own and one other guy did a rebalance of all existing content without adding anything. Unfortunately, I don't think that overhaul got much acclaim.
Either way, your assessment regarding my own content is largely accurate. Thing is: as you say with QoL changes, people wanting compatibility (or relative parity, as is the case here) with this or any other major overhaul can manage that themselves. Or rather, that's how I see it. Terraforming/empire-building rituals are so easy you can literally copy/paste them, change their name and description, and change 4-6 values and be done with them.
That said, if someone wants to work with me or have me do rituals, mechanics, or units for them, all they need do is ask me (bearing in mind that I can't do sprites and actually use an artist for those, even though it's gotten harder and harder to get work out of him in the past couple weeks).
All that aside, I doubt anyone will ask because people making a class from scratch will doubtless have their own vision for said class and will probably not be too keen on the extra maintenance that comes with multiple versions.
TL;DR: I'm not saying no and will gladly pitch in for those who ask, but the nature of these things leads me to believe that such things would be unlikely. If you want technical assistance to try your hand at such a thing (whether for personal use or distribution (though that means asking the class' author)), I can provide it.
As I said above: I don't do submods. If you want to do it, rituals are covered by everything between line 1260 and line 1559.... and between line 6565 and line 11461.
Perhaps you'd rather expand upon why the rituals are not fair, instead?
Fault:
Maybe. I try to avoid making changes to units mostly used by indies.
Personally I'm rather fond of the infrastructure stuff, it's nice not having to rely on random mapgen for specific resources when a lot of factions depend on them, but each to their own I guess.