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Will try to research/ refine some things before warhammer 3 on my own version of the mod. If some things feel better than in this released version might update it .
On an other subject, I will also have to update the mod because there is currently a malus for orcs navy (double time is less efficient than other races) and it is making Grom act in a way he is less willing to attack ulthuan so I will try to cancel that for him.
This looks very interesting, but I'm a bit confused, in one section you say all campaign movement has been reduced, but in your speed comparison most of the races are equal to or greater than 100% of vanilla.
I'm really looking for slower overall movement, but diversified would be most welcome, as long as on balance it is slower than vanilla.
1st turn on Clan Fester on ME.
1st turn on The Blessed Dread in Vortex Campaign.
Tried it with mods and without mods.
If you want to modify yourself those numbers using modding tools like PFM (or ask an other modder to do so, feel free to do it (You can even post it on the workshop afterward if you want to. =)
Alith Anar now has a +15 range (So for comparison in vanilla Teclis and tyrion have 0 and him +10 and with this mod teclis and tyrion +10 and him +15) He also has a boost for the army he is leading of +5 making him one of the lords that can walk the furthest. (from a lore perspective he is able to strike everywhere and disapear like a shadow)
Ungrim now has a +10 boost to his faction and +5 to own army (making him like bellagar without the tunelling bonus) From a lore perspective it is to reflect is will to walk across the old world to finally die in battle at the hand of a worthy foe.
I just made some tests and you were almost right.
It is not the overhaul distance that seems to be capped but the marching one
March distance seems to be hardcoded between -100 and +150 (but you can still force march)
It seems to be the same for forced march but I didn't find the cap yet but it is above 200)
After a quick look it shouldnt impact any race except the beastmen when they choose the "move moon" and of course if there are multiple bonuses such as roads/ TK after battle choice, etc. it may cap.
I will have to study and test that to make sure everything works fine and wil release an update when it is done !
Didn't update tomb king and thretch ambush chance yet since I need to play/with against them and study their lore firts. Also made my "dwarfs are shorter" update (updated the description)
Vanilla :
Dwarf : 100% and forced march +50 (150%) // tunnel 100%
Main dwarfs : 100% and 150% // tunnel 100%
With the mod :
Dwarf : 110% and forced march +50 (160%) // tunnel 110%
main Dwarfs : 120% and march +50 (170%) // tunnel 120%
I'm currently testing a version :
Dwarf : 95% and forced march + 55 (150%) but no fatigue // tunnel 95
Main dwarfs : 105% and march +55 (160%) but no fatigue // tunnel 105
and a +5 bonus to tunneling (100,110) in owned region (they control the underway)
And interesting! Your unique factions mod will definitely make it even more interesting to play different factions with Crynsos' Faction Unlocker.
I'm currently testing an almost finished version but I want to include tomb kings into it so no release before then.
After this 1st version I intend to "dig deeper" and why not try to rebalance/add units, look at garrisons, add new features and so on.
About that underway mod it does exactly what I wanted but I took a look at it and it's script based and I've not tried this kind of modding yet. But when I have enough time I might guve it a go :)
http://steamcommunity.com/sharedfiles/filedetails/?id=1226741978&searchtext=underway
@all The infographics for all changes is not finished yet so I decided to add a full list of the new speeds for comparison in the mod description. Ambush intercept and stance changes description coming soon !