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https://steamcommunity.com/sharedfiles/filedetails/?id=2790532558&searchtext=wulfhart
Yes. Dont usually mod my TW-games much, unless overhauls. Still a bad mechanic.
I dont actually mind it at the start. But having the random army & hostility-meter cease to be a thing when ex all lizardmen in lustria is gone or fighting enemies anywhere but lustria would be a start. Or when Nakai's faction is gone.
In the lategame the imperial regiments is also way less useful when you are sitting with 1 turn global recruitment on all units anyway.
I say this while really liking Wulfhart and Nakai as lords. I WANT to play them. Their campaigns are just bad.
I sure love endless waves of buffed lizard armies for engaging in the core gameplay loop, or triggering extra incoming from vassals every 3 turns - or asking them for 10k gold, not knowing if this is one of the lucky turns every time, while my military alliance just declared war on my vassal which I cannot forsake.
Also, I have not once received imperial supplies by running down the absurdly long timer. It's always hostility level 5.
I agree, definitely.
I like Nakai's ability to purchase different blessed units and boosts depending on what temple favor he's developed- that was a cool idea. The idea of Nakai being a horde that gives land to a vassal state was interesting too. It's like CA didn't bother to play test the campaign, which can't be true. Your allied Lizardmen factions declaring war on your vassal, forcing you to break alliances is such a ridiculous design faux pas, gameplay-wise and thematically.
For Wulfhart: Another ranged ambushing legendary lord is great. A big game hunter that's cut off from the main Empire in hostile territory, can't resupply well and gets periodic supply drops from home is a cool concept. Then they give him a mechanic that actively punishes him for expanding in Lustria. You're already surrounded by factions that hate you and can't recruit high tier units organically- just have that as the difficulty spike for the campaign.
I forgot that there is a paid blood DLC though, so Hunter and the Beast is the second worst DLC.
I think I got my moneys worth of it, which was highy discounted, and Nakai, being so damn dumb, having a tech tree that makes heroes immortal is mildly amusing, too.
Wulfhart can be RP'd a little bit, and I generally don't care about his real victory conditions at all, but rather just guerilla it up in the lustriabowl.
It would be too much of a pain to paint the map and still have lizardmen separatists accost me on the regular.
So, I tend to quit once that teeters on absolutely immersion breaking.
Nakai, ehhhh. Would probably be more fun if the start location was different. Especially on higher difficulties, Albion is just a damn prison island, and wandering off with Rakarth still being on the hunt, is also very immersion breaking. To me at least.
Someone linked an online campaign editor the other day, I think.
Edit:
Found it.
https://steamcommunity.com/sharedfiles/filedetails/?id=2295560801
That thing could potentialy work really well with Nakai (and many others)
And now that you mention it, WHY ALBION on mortal empires?! It makes NO sense, it's the LEAST interesting position to be in.
But yeah leaving there on beyond normal difficulty is a slog.
I like the hunting packs.
But yeah their mechanics need work. Hopefully the changes to Nakai in 3 make him bearable...
The connection to Albion is extra annoying on Vortex, because you have to send a character there as a trigger for his quest battle. Dumb.