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
Phase 2 - remaining high elves feel threatend by the conquest of Malekith and the focus all their power on war and to hold Malekith back.
This could be like:
- Negative diplomatic bonus with remaining high elves
- reduced upkeep costs for remaining high elves
- remaining high elves focus on player in war
- agents spawn with reduced upkeep for remaining high elves as they was to sabotage you
1 of these options or some combined
Phase 3 ended
the Wood elves take word of the conquest of Ulthuan.
This could be like:
- Negative diplomatic bonus with remaining wood elves
- With every wood elve main city you conquer - you get specific bonus
> Talsyn, led by Orion - upkeep bonus for wood elves units
> Argwylon, led by Durthu - +10 attack Bonus during forest battles
> Heralds of Ariel, led by Sisters of Twilight - if you hold their main city (AND torgovann) you unlock Forge of Daith mechanic.
> Wargrove of Woe, led by Drycha - you unlock ability to call upon tree kin in a battle.
> Extra: Torgovann = together with Herlands of Ariel, since it's led by Lord Daith and connected to the forge of Daith mechanic
- remaining wood elves focus on player in war
as I find myself always spamming low tier units, with very little incentive to build more than 1 barracks of every type. as economy is the sole driving force behind army size, often not unit quality
my idea was fairly simple: add a resource that behaves EXACTLY like exactly like the wood elf amber mechanic in warhammer 1, but is instead named "manpower" and is generated by military recruitment buildings.
So for example, each tier of recruitment buildings provides +2/4/6/8/10 manpower, meaning you’ll more often find yourself having the need to build recruitment buildings.
For context, amber or manpower is something every unit consumes 1 of, so if you have 6 manpower, you can only build 6 units.
As you can expect at the campaign start the player will likely focus more on expanding their military buildings so support a larger army, and later on in the game have a significantly stronger incentive to build elite units, as you’d want to avoid building more manpower buildings. Perhaps to fine-tune this, I might need to add a slight overall unit upkeep increase so that the early game feels more fluent.
I just hope this will give a strong reason for people to build military buildings and avoid building army stacks of 20 units as is currently the case.
In effect, all I ask is a skeleton or method to add a unique resource to all factions that is called “manpower” which is the amber resource from game 1, and that’s all. I can easily develop the rest, the unit manpower cost, the overall slight upkeep increase and the buildings providing manpower, all that is fine, I just need someone to explain to me or help me a bit with digging the amber mechanic up from the dirt and applying it to all factions.
The motivation behind this mod is that I wanted to give players an incentive to build military buildings in more than 1 province and try to bring down the 20-unit army stack meta while also slightly buffing garrisons as armies are more difficult to build.
Maybe this sounds unappealing and too complex or too much work, but I simply wanted to try and see how it would work, adding complexity to a game seems like something fun and your work is absolutely outstanding, I was hoping you could possibly help me a bit.
I'll not repeat myself for the diplomacy part. For the giving enemy the benefits part, it's almost impossible to debug. I'm already having trouble with how bonuses for Malekith are working out. I'm not doing this unless popularity is backing up.
In the case of Wood Elf, I think of it as a credit cookie and don't want to give it many. This is especially true for beefy things like Forge oof Daith.
I think I can do that. Ogre uses meat upkeep, and maybe I can rework that to other resources. However, I have two concerns:
1. It feels like quite a labor to give every military building a product and give every unit a spend.
2. If I'm not mistaken, AI can't manage this very well and the system is likely to be append only to the player. If that's true, isn't it just limiting the player's play?
Empire mod mechanic - College of Magic
Similar as The Ice Court of the Kislev factions.
With the ice court you have 2 options, ice and tempest if i am right.
Maybe RNG % based for empre college of magic since there are more options.
Like 10% light mage
5% fire mage
10% life
7% beast
10% shadow
...
And only 2 are picked and refresh like every 10 turns into 2 new students you can educate.
You first have to build wizards tower to start the college of magic.
With upgrade you get 1 less turn to educate them fully.
With the landmark Altdorf Conclave of Battle Wizards you get extra bonus like chance for metal wizard
With the landmark Altdorf Colleges of Magic you get more bonus like more chance for metal wizard and they start at a higher level
With Gelt you have extra bonus for college of magic mechanic.
Like you don't need Altdorf Conclave of Battle Wizards for metal wizard.
And maybe 1 less turn for education.
Have thought about that but resisted the idea since there was no mage lord mod for WH3. But having heroes are nice also.
Also, these training traits could be used to bolster the nicheness of the lords. I shall go for this mod next. Thanks for the suggestion.
They have made the 'sigmar's heirs' mod and 'your new empire'
Maybe they have a lot of insight of mechanics.