Total War: WARHAMMER

Total War: WARHAMMER

Campaigns of the Old World
 Este tema se ha marcado como fijo, por lo que probablemente sea importante
Lurivar 20 MAR 2017 a las 13:24
Suggestion Thread
Hey everyone.

First of all, I want to say that I love this mod and I greatly thank KFMogar for dedicating so much time making it. Keep going, it's great !

Anyway ... I'm making this thread so we can all post suggestions for KFMogar for things to add and/or balance in his mod so it can keep getting better and better.

Whatever you post tho, keep in mind that ultimately only KFMogar will decide what goes or not in his mod, so stay respectful whatever he chooses to do afterward. Remember too that this mod only changes things campaign side, so it's useless to post suggestions for combat related stuff.




I'll start myself with a few things I thought could be great, after playing a few campaigns with this mod.

1. Better garrisons : While I think provincial capital are okayish when leveled max, I feel like minor cities and provincial capital that aren't yet upgraded to lv 3/4 have a really small garrison, even with the defense buildings added and the lords and heroes that the mod puts for us.
Having slightly bigger garrisons would add more challenge, imo, for as of now, you can stomproll most cities with a full stack army composed of basic units, and so does the AI.

2. Tier 4 minor settlements : There's already a mod for that on the workshop, but the effects and garrisons aren't on par with thoses of Campaigns of the Old World. So why should we have thoses ? Well imo it helps greatly when playing dwarfs, as most of their building need a city lv 4, kepping you from building a lot of stuff. It also usually helps the AI to build more and more powerful units, which add a bit of more than needed difficulty.

3. Better "blue" skills : Before using this mod, I played a bit with Steel of Faith overhaul, and I gotta say, even if I prefer Campaigns of the Old World, I really like what he did with the heroes and lords skills at the bottom of the trees (the blue ones), improving them so it's actually attractive to take them instead of the red/yellow ones.

4. Better AI recruitment priorities : While it's not as bad as it was at the launch of the game, it still often feels like the AI doesn't recruit the best thing for it's armies. It shouldn't be a priority, as there's already a few mods doing things like that, but having it directly included in this could be great.

5. More skill points : Again another thing that other mods can do but that could be nice to have directly in this. When playing Vanilla, I always feel like there's not enough skill points to put for your heroes, and even more for your lords, even more so when they can use magic. I don't think you should have enough points to fully upgrade everything, but being able to go all the way in a tree and go far in another one or a bit less in 2 others could be nice.




That's all for now. Feel free to tell what you think about those, and to put your own suggestions in this thread.
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KFMogar  [desarrollador] 25 MAR 2017 a las 19:18 
I didn't see this thread until now, I'll look into some of these changes, namely the garrisons and the lord skill changes. As for the AI recruitment and more skill opints, there are mods which already do that so I kinda like to let people make that choice of their own discretion. Thanks though!
Última edición por KFMogar; 25 MAR 2017 a las 19:19
Lurivar 26 MAR 2017 a las 12:20 
No worries. I added them because it's always nice to have something directly integrated, but that makes sense to also let people choose their own mod instead.
Malykriss 5 MAY 2017 a las 18:42 
Hey Mogar, I got a suggestion here :) Have you considered placing the green knight in couronne as a garrison unit? I mean he does appear in bretonnia's time of need, and I think this would be a neat way of seeing him in the campaign even when you aren't playing as bretonnia. I thought maybe he could be in Couronne or Carcassone? Or both?
KFMogar  [desarrollador] 7 MAY 2017 a las 8:24 
I could try to implement that, garrisons can be finicky about certain units but i'll look into it!
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