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lastly adding a few like maybe 2ish elite~ishish melee like the revenants. one of wich could be the new unit stated above, the enchanter, hes on the frontline like the revenant but is a dedicated tank extremely tanky but also buffs nearby units (with perhaps a larger aoe, 25 meters is very tough too use when cav/ archers/ artillery are on the field, maybe 40-50?) like adding armor, physical resist, ward save idk. would help with the late game especially if you are using other mods that add other units (like i am xd) so pretty much to sum this terribly written wall of text.
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Mogwai - +more hp, maybe regen, depends really on balance, impossible for chanters to dive the backline where trolls or "Mogwai" excel in.
Spirit host (summon) - +melee attack,+hp +armor sundering on attack (if not already i forget)
Chanters - third unit to add and perfect a trifecta of sorts not so sure. also maybe a few tweaks here or there :shrug:
New Units - around 2 more units to completely flush out some things here and there, 1. to complete a trifecta. 2. more late game heavy hitters who can hold their own against mid to late game tides of enemies and other modded units. remember, if you play on any difficulty hard or above there are just too many armies and having force multipliers are very important. with chanters being a force multiplier in the aspect of healing and ressurection it might have been fine but they cannot last, well placed spells/ artillery/ any ranged units will decimate them and in turn actually negates and maybe all in all is bad in general with exclusions being primarily melee races like korne or VC.
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Thanks for reading this if you did and thank you for a wonderful mod, ive spent a few hours (perhaps being modest xd) and havent had more fun than i am now, i do not mean to bash your mod in any way, would just like to see it reach higher heights.
- avid undead enjoyer
The Arkhan the Black extension mod has versions of some units just for him with the ability changes and a color in the background of the unit card. Not critical, but it'd be a nice QOL feature when I send ghouls in among the chaff to spread poison to debuff.
I'm glad you're working on getting raise dead to work. That alone would smooth out the beginning nicely. The 2-building requirements for some units fits thematically. Is it a pain? A bit, but I don't mind having to plan out a province.
CA should pay you for this.
One more thing: unearthed laborers seem to hit really hard at range. I really need to look at this more. Had one battle where I looked away to micro the lord and found that all the dark elf xbows were getting dumpstered.
Vampire Counts lack ranged units, so the majority of their engagements involve running at the enemy, but Jiangshi are just too slow to get to the fight in time to have an impact. They could make a good flank guarding unit, but they don't have enough models and lack the unit mass necessary to tarpit cavalry units.
If I'm just missing something, please point it out.
The hopping vampires...should be used behind your undead hordes...their mass allows them to push through and slaughter all...
Don't worry about the speed as Jiangshi get eventually buffed speed-wise through skills and tech. Their gimmick is that they are practically unkillable and meant to hold off key targets like lords or heroes. As servants of the jade-blooded vampires, thematically you're supposed to attach them to your lords to guard them against duelists and other high threat units.
Imagining the curse lingering underfoot and eventually cannibalizing the forms of defeated enemies fits the theme here, too. A watery evil that permeates the ground/flesh/minds of every battlefield it touches would absolutely have uses for the fallen. This also gives our night-blighted fiends another reason to move beyond Cathay. Adding new monstrosities to your armies becomes an almost caravan-like adventure to find the right bones and haul them back to Nongchang for reanimation. Skeletal hyrdras defending temples lit by balefire, undead giants looming over the wave of shadow that is a Returned front line, and channelers boosting the sturdy bones of orc biguns? My dark AND light souls need this.
I pray youll consider it, Poljanan, as what you've made would be diminished in severance from the counts
One suggestion is a stronger late game flying unit. I am not sure if you have any plans for one, or if it would go against your future ideas any, but the fell bats just can't seem to quite hold their own in later game. I can't say I have played enough with the tech that buffs them to see if that makes a big difference. Could also be I just don't know how to use them or that I play with enough other mods to make them seem weaker in comparison than they really are.
One other idea would be a couple other landmarks sprinkled across Cathay. Something about being about to make a unique unit or gaining a faction/unit buff tied to a building in an "important" province just gives me a extra goal to fight my way towards.
Either way, thanks again for the awesome mod! It will be a faction I play a lot of campaigns with!