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What sort of demons did you have in mind? Other Tzeentch demons or demons from other chaos gods?
On another note; I'm playing with the idea of letting The Changeling capture up to 9 provincial capitals using a limited currency like herdstone shards.the Beastmen use. It may take a while to implement and test it out though
The problem I find with The Changeling at the moment is that the campaign is less fun when you don't have to worry about enemy attacks, and this might help with that.
Otherwise, maybe make it so the AI has easier time getting rid of your cults ?
I'm not entirely sure how to make the AI better at removing cults either though unfortunately. Discoverability is a hard-coded value, to change how much Discoverability a building produces, or a character reduces, you have to edit the database. You can't change those things mid-gameplay, which is disappointing. I'm also not sure that it would really bring the same level of strategic interest that defending an empire does.
It would be more interesting if the cults had garrisons too, and maybe you had garrison vs garrison fights in the settlement, but I'm not sure if that can be done or not. I suspect not since there's only 1 garrison interface for a settlement. So at best you could give the settlement owner Tzeentchian units to control.
Ultimately I keep running into the limitations of the game mechanics.
If I let The Changeling capture some settlements then that gives players something to both defend and attack (if they're against The Changeling). The question then becomes, how would that fit into things lore-wise? Why would The Changeling need a fortress, and why would he defend it? What is it doing? What's the scheme? I'm still thinking on that part.
And yeah, I'm looking for ways to encourage making allies and using allied recruitment more. Maybe making allied units cheaper in both cost and upkeep could help. As well as rewards/buffs for allied units.
I've been hesitant to do much with Vassals, since they're likely more a liability than an asset, given The Changeling's far-reaching objectives. But maybe I could come up with an interactive vassalization system. I've had ideas for dynamically generated missions, or mission chains. So maybe you can spawn a chain of missions with dynamic objectives that, when completed, rewards you with a vassal and maybe makes them stronger in some way. Maybe some choice points in the process, and maybe you get to alter the vassal faction in some way. I'd have to think on it.
The challenge in developing these things is making sure it's fun, worthwhile, engaging, and not too overpowered. The amount of time a player puts into something needs to be rewarded with something they feel is fair and the process needs to be fun.
it would work kind of like the Grudgebringers faction, where you over time can get more armies and establish more Cult Encampments as time goes on, to show your influence and power growing.
Cult Encampments would be hidden, but can be spotted if an army walks right across them, or if a Decievers army is destroyed (the idea being that information is found on the destroyed army) it reveals a nearby Encampment
I also thought about adding a setting for a bonus to your economy, so I don't mind adding that, but it won't reflect in the UI as your true income.
I appreciate the all suggestions so far; it helps to toss ideas around.
As is, it just builds throughout the campaign until he has 100+ in positive attitude from those buildings. I've tried capping it in a script myself, but I just can't get it to work beyond limiting how much it increases each turn.
With only a single building generating positive relations, the cap is 30 I think, but this soft cap increases for each additional building built within that faction's borders, so CA has tried to cap it to some degree already, but the way they worded it made it sound like it was a change to all diplomacy, not just for The Changeling.
I suspect that further limiting wouldn't provide a true cap, but only reduce the soft cap from 30 to maybe 20, but if you continue to build those buildings, it'll continue to raise that soft cap. And again, I think that would apply to all factions diplomacy with each other.