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their main goal in life is to keep aethel loren clear of any intruders - and that they enforce mercilessly.
they are - so to speak - the north korea of the warhammer universe => slight reservations if it comes to trading with others ^^
there is though - if i remember correctly - a technology within the "oak of ages tree" which enables closer contacts with other races. you just have to unlock it.
The special building "Wardancer Feast Halls" is in "Waterfall Palace" settlement of Druthu capital.
I wish it was easier.
That mean Druthu start off with the best city from all the wood elve, because he have the option to trade with other faction which mean more income and larger and better size army.
Their biggest issue is the amber mechanic tbh. Restricting a faction to half their roster depending on what lord is picked is never a good idea, especially when it's a heavy price as seen in mortal empires campaign.
Wood elves are my favourite race but I can't play them in mortal empires anymore because of the amber restriction and the fact that you are forced to basically attack everything to get it.
The whole thing is very anti-characteristic of the race. I appreciate making a isolationist faction is hard to implement but the fix for it shouldn't be forcing them to be the opposite.
Wood elve should be a better race if C.A. implement them properly.
They are way too many drag back for wood elve. Yes, they have good unit but to get a good army with high tier units is not easy. C.A. totally screw up on implementing them.
Requiring amber to recruit unit make no sense.
Just use the mods to fix it up:
* For removing stupid requirement of amber in recruitment:
No Amber Cost for Units - Mortal Empires, Radious, Glory Mod Compatible
https://steamcommunity.com/sharedfiles/filedetails/?id=1181415980
* For building outpost building, I mean C.A. should be the one who implement this but they didn't.
Wood Elves Enhanced (updated for VC patch)
https://steamcommunity.com/sharedfiles/filedetails/?id=1218081865
* For ambushing, this should be implement by default and not by a mod, wood elve is should able ambush in attack and defence, since they like to always hide in the woods.
Wood Elves: Quality of Life Changes
https://steamcommunity.com/sharedfiles/filedetails/?id=1419766139
I will never ever understand how people can have issues with amber requirements. I might aswell fill armies with amber suits by then. But whatever.
Nope. Athel Loren is the wood elf homeland and they don't move from it. CA have added other sub-factiond just to flavour the map as far as I'm aware.
In ME campaign the amber cost for the tree is ridiculous, to the point where diplomacy isn't viable.
As a wood elf I want to ally with races that make sense, like Bretonnia and the empire, high elves and such but I have the decision of getting 2 amber for allying with someone or getting 10 for conquering them and then having to worry about running back to defend them when the brayherd turns up or savage orcs decide to materialise in the middle of my empire.
I like the crap outposts, I think it fits and tbh I think all races should only have outposts on non-compatible land but there needs to be some sort of change made to make the wood elves more viable and generally meaningful.
I'm still wishing for twighlight sisters though...
Theres also the Bowmen of Oreon in the deep south below the Tomb Kings (they are in the game as a faction under Prince Oreon (a faction I hope one day might be playable as a flc) If they ever improve them or remake them like other old world factions giving Oreon as a faciton in Mortal Empires and vortex with some new non amber mechanics and a hybrid archer melee Legendary Lord would be fantastic and could work as a taster for people to buy the dlc pack. They are more of a mercenary sort of band than faction though, I dunno how they exist in the later editions in the lore they are very old edition lore bit like first or second I think, but they have been implemented as a faction in this game and I think they could make more of The Bowmen of Oreon as a faction with as the name implies an archer focus.