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2. taken out when I reworked the roster for wh3
3. hand weapon is basically anything is not using any of the other mentioned weapon groups, making a list would defeat the purpose of it not showing a gigantic preview of units
4. TOW resources are very wip and depend on the author
5. not really
6. originally considered but nah
7+ eventually
13. you already have more RORs than any other faction (with maybe Daniel)
14. in wh2, the jungle one was redundant and the mountain one would have been the only terraform to survive, was cut
16. I already get flak for all those t4+ buildings :D
18. bit of a limbo at the moment, I'd have to make a completely different version and didn't have time.
19. not quite, BP really don't have much going on of importance, unless you count Monte Castello.
2. *Sad noises*
13. Fair, I just like being able to throw money at problems when sortof in character ;)
16. Where should I send a flak vest?
These all are about TOW.
Excellent update (15/03/2024: Gashnag, Acropolis, Monte Castello), the new landmark in Monte Castello seems very thematic after I was sent down a small wikipedia rabbithole. And I'm looking forward to a new run now that Lupo is back on the menu.
1. I do fear however that it won't be used much beyond novelty as its value to a realm as whole will be quickly superseeded by other things.
Maybe add something like:
2. a global buff to myrmidian forces (Mona Lissa)
3. a global recruitment time buff for armies in local region/province (mercenaries from the whole of Tilea guarding it) if that's possible.
4. Allowing recruitment of mercenary captains, and +1 capacity also seems like a valid option for the same reasons as #3
#3 would add some value as a staging ground for new armies.
I should point out that I still like it in its current iteration, and may use it as an excuse not to go further in that direction.
5. Would it make sense for Monte Castello to start at lvl 2 with the landmark prebuilt, just to give the AI some chance when the Pirates/Ogres come knocking? According to lore, that's its function after all.
5.1: Same could perhaps be said about Lucchini. Both tend to be swallowed fairly quickly by the Pirates if they don't fumble hard, from the games I've tried so far anyways.
6. Beyond that, I noticed that Gashnag doesn't have his "Map entry" set when choosing Lord before game start. Not that important, but nice polish if/when you can get around to it so I thought I'd add it to your list in case it wasn't on it already. :)
7. From a Miragliano standpoint, it could help with Southern Realms nations having a slightly larger aversion to vampires (like 20), so your initial enemy doesn't make NAP's and Trade agreements with all their other neighbors. This view might be slightly skewed by me generally playing on VH and Legendary. Other areas might similar issues though. Not sure if that's related to this mod or TOW though.
Would you consider converting two of them into legendary heroes?
I knew it would replace some of the original forces, but I didn't expect that all of them would be taken away.
Could you at least have the Border Prince return to Myrmidens with his banner?
Point is who should I play as to get the most unique units through alliances? Which factions as the AI are least likely to be wiped out?