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
I think there is a mod that enables parent faction technology to affect your recruits, though, if you want that extra in late game.
As, I expected.
But good news on the mod front though! I will look for that mod - and thanks!
Empire with ironbreaker frontline.
Dwarfs that gain access to cavalry from Bretonnia.
Strong artillery for Helves.
Etc etc.
The only only tech / character buffs that apply should be the ones that apply to your entire army, like the +10 armor for imbedding a runesmith.
Research that applies, I believe only the Empire has that, due to their research going to all infantry etc. Yes, this research means that allied unit's that are classed as infantry will gain the +10 armour, this includes monstrous infantry.
Okay; I found this:
https://steamcommunity.com/sharedfiles/filedetails/?id=2862148632&searchtext=tech+buff+%26+allied+units
Is this what you meant? It actually governs Lord skills though, not technology.
Yes this works in tandem with WoC vassals. You can force vassalize anyone by taking their last city, and all the WoC generals red lines work like this. So all WoC can buff all units from all their vassals. Side note, the non-daemonic infantry red line skill seems busted to me. For sure not working on marked marauders. To be fair, this could be mod related. The cavalry one definitely worked on chaos knights in the same generals stack.
Agree it should just work this way for everyone. They can maybe have some different buffs to keep things fresh. Like one factions red line might be MA+MD for melee infantry, where another gives armor + charge. Whatever the case, all units in the stack should be buffed by the red line regardless of them being your faction or allied recruit.
Thanks for pointing out the mod, Lampros.
Things like an engineer hero increasing the range of a unit of if a lord has a skill that gives weapon strength to all melee units may apply but if it matters I would check to make sure it is working.
As an example Archeorn's personal trait will give 5% ward save to his army, I think the allied units will also get the weapon strength bonus from experience. However the "monstrous strength" skill that supposedly affects non-demonic monstrous units will not affect allied units like mammoths or hydras.