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I just posted a new update as a "triage" to get everything working with the new patch, but I will definitely incorporate some of these ideas in the next version, which I may even be able to get hammered out by tonight or tomorrow.
Let me know if you have any more feedback or ideas!
Could actually the quelling of the constant rebellions (representing the constant infighting of the Orcs, totally lore-ish) be made further into the economic system ?
Something like order and infrastructure buildings giving additional boni against greenskins ? If possible, minor greenskin factions ?
Leadership, i know of it being possible, but (again) increased specific (against greenskin and/or on your own turf) battle loot and fightiness increase ?
This way you'd have two things to do for orcish economy - foreign raiding, and home quelling, at the same time. Rebellions are a lot less frustrating if they're actually a way for you to strenghten and farm effectively (making at least your home armies pay for themselves)
I'm working on a campaign gameplay overhaul of my own (slowly, because new to modding myself this series, studied game design and project management and more experienced at concepts than manual work :p ) which objective is too differenciat"e even further every faction and subfaction, and i have been hugely inspired by your work and wanted to thank your for it too.
We can speak about that if you're okay, i'd be happy to have tips.
One example amongst many others - i'm trying to make the greenkins into a semi-horde faction, with two separate gameplays, hording when waaaaghing (and letting behind a small resurgent faction) and raiding and quelling when settled.
It is certainly possible for buildings to give bonus leadership and other boons vs. specific other factions, but the battle loot vs. other factions is trickier; I'm not sure if that can be done or not.
I would be glad to discuss ideas for your overhaul with you if there is anything in particular you want to talk about, or just game design/balance in general!
Research Building (Workshop) Tree:
Tier 3: Unchanged
Tier 4: +20% research rate.
-This gives the player a dilemma of what to put in their main buildings. You can only build tier 4 in main cities, so it's not going to get super-spammed. By the time you have a big empire you SHOULD have high tech,
-I also wanted a way to counter those minuses, let's be honest, who isn't stacking boss poles to get high-end gobbos?
-The greenskin tech tree takes a loooong time to complete and even at 200% or higher it will still take ages.
Spider Grounds (Forest Creatures):
-Upkeep-All-Armies removed
This building has no buffs on it. Players aren't going to spam this, there's no reason for them to want to. So why put a penalty on it? It makes no sense. I got rid of it.
The other option was to add something like xp to recruits - in order to balance it out, but that didn't make sense either.
Black Orc Forge (wh_main_grn_resource_iron_military):
Added 1 xp for Orc recruits (factioinwide). Changed BO/Big to 2 instead of 3 xp (local).
-This is a rare upgrade found at mines. It's not unreasonable to give a factionwide buff for something that's so uncommon, and owning several of these provinces means your empire is pretty big by the time you can stack this buff anyway.
-I did this because I play Skarsnik and he can't make orcs in the region where the mines are, only K8P.
Da Big Banna:
I also changed the -10% on Troll recruitment cost to 80%. It may be high, but I wanted to encourage the player to use trolls more, since I tend to avoid them because of their awful leadership. Of course, their upkeep is still high so you can't really spam them.
I was wondering how difficult it would be to add a purple version of that leadership building (Big Banna) icon, but I got confused with the videos so having made the icon, it's just sitting in a folder on my PC :)
[edit] I got it to work: https://i.imgur.com/QtfGXaE.png
To be frank, the semi-horde idea is a neat one, but I suspect that it would be more suited to character alterations (traits/skills) rather than buildings because "building" is the opposite of horde-like behaviour. Perhaps if the buildings were pure recruitment hubs with no defensive or factionwide boons at all... Or a mid-tier with nothing in it, so that when you finally reach endgame (or high tier), the benefits of a large empire become apparent?