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@Urairick normaly yes, but the next update break the eshin's game run already start :( (that's why I didn't release it)
Very nice work!
campaign_building_level_factorial_effect_junctions_tables
neg value = hide bonus
pos value = hide penalty
Could you point me in the right direction?
since the last update the "trick" that I use to not break the current part doesn't work anymore for all the buildings that can cause problems (some of them work and others don't with the same "trick"), this implies a non negligible risk of breaking the current game for some of you.
So it's not conceivable for me to make people who use and appreciate my work on this mod take this risk, there's also a lot of change in the version I'm currently working on that might change a lot about the balance of the current game.
(modification of bonuses on existing buildings, addition of new buildings that allow to call additional units in battles (adjacent regions) for clans that do not have buildings "super weapon" ... ).
I took the decision not to update this mod with the new version (which is close to release) to avoid any problem for current users, but to make this new version a new mod, it will be TOTALLY incompatible with the current games that use this "light" version.
I present my sincerest apologies to you who used and, I hope, appreciated my work on this mod, you will have to create a new game to be able to use the new version.
as far as skaven corruption is concerned, I can't reduce the effects it has in a region (it's a vanilla game mechanic) but only the fact that buildings produce it or not in a region/province.
Originally this mod was designed to work with Zarkis' mod "The Skaven" which added skaven corruption on buildings in the under-empire.
but it's been several days that I'm considering to remove the changes made by the mod "The Skaven" and make a separate mod for compatibility. but if I come to do this I will make a "new" mod to avoid breaking the current games of users (which will also allow me to harmonize some data in this mod that are invisible to users as the ids used).
as far as the improvement of diplomatic relations is concerned, I am not a specialist in warhammer lore and therefore skaven, but as far as I know it doesn't seem logical to me that the skaven seek to improve their relations with surface peoples.
Camp War
Plague Cauldron
Doomsday
I've made sure it won't break the saved games in any case.
- for these buildings, if they already have their level 2 construction started it won't be a problem.
- for those buildings that will still be level 1 at the time of the update, you should destroy and rebuild them.
sorry for the inconvenience
this mod adds a building (among other things) that has the same operation but from a city with its own script so it's different from the vanilla script you're talking about.
there is a mod that allows you to write a detailed log to check if the script works well.
https://steamcommunity.com/sharedfiles/filedetails/?id=1271877744
add full Skaven Undercities Redone compatibility
Thanks to Nanu for modifying his mod to allow compatibility and for explaining me how to set it up in this mod.
fix, balancing and add a new building for Skaven settlement among other things
le tour suivant le lancement de la construction de "Sphère infernal surchargé" j'ai bien une explosion et la ville cible est détruite.
(la sphère infernal de ce mod utilise les script vanille pour fonctionné.)
hypothèse :
la cité souterraine a etait détecté avant la fin de la construction de la chaine de batiment et la cité souterraine a était rasé juste avant sont activation final ? ( mais tu ne devrai plus voir la cité souterraine dans l interface )
un conflit avec un autre mod ?
il n'y a que les chaine "Chaudron de Vérole" clan Pestilens uniquement et "Opérations du clan Eshin" clan Eshin uniquement qui ne sont pas détruit a la fin de leur chaine de construction
if you have knoledge in warhammer 2 lua script and if you want help this mod to improve, leave a message (talk french can help, my english is not really good )
Thanks
Feedback are welcome (especially on balancing).
Plague Cauldron chain building
done ( not change the icon yet )
New Annexation building chain for Eshin
done but maybe need balancing
gives several small bonuses (gold, food, movement of armies in the region) depending on the level of the building and spreads skaven corruption.
Deep tunnels chain building
For Eshin only
replace the Alway Deep Tunnels by a specific Deep tunnels for Eshin clan, +20 more concealment (up from 60 to 80) and +25% of moving Eshin armies in the region
the cost and construction time and the same as for Alway Deep Tunnels
for players who have already built the "Alway Deep Tunnels" with the Eshin clan, don't panic, an icon will tell you that the building must be destroyed but you could still upgrade it to the Eshin version (name not yet fixed), unfortunately it will cost you again the amount of gold and the same building time, the good news is that the bonuses of the "Alway Deep Tunnels" are still active even if the building must be upgraded to its new version.
This little message to let you know what's cooking in under-empire yes-yes!.
Added a "deep tunnels" building level for the Eshin clan only that allows them to see what's going on in the region (other stats are unchanged) - done
Added a building level "Plague cauldron" in the same spirit as the modifications made by this mod (doomsday/war camp building) - almost done need polish text and i dont like the icons...
Added a building chain for the eshin clan - WIP
if someone could give me the exact names in the game of the 2 levels of the building "Plague Cauldron" in English, it would help me, thank you in advance.
if you had any problems with this mod let me know, thank you
BTW when i use this mod and play skaven faction, The game been more tactical and more selection, diversify. Soo cool !!!
as you can imagine I have planned to check and update my different mods on the skaven, but I can't give you any information on when this will happen, sorry
in any case thank you for the interest you have shown in my work :)
- "... I don't see where he mentions that. ..."
for info on the skaven zarkis mod you need read the skaven zarkis mod page :
MORE CHANGES
Additional incidents and dilemmas.
New ancillaries.
Skaven can move 25% further in tunnel stance then other races.
The income of undercities was tuned down.
- for the discussion of the economic balance of these changes to commit you to make your comments and proposals on the page of the mod of zarkis, my mod includes these modifications for a reason of compatibility between these two mod, ... why ? .... because i like and i use the skaven mod of zarkis.
my English being very poor, it is not easy for me to understand long texts (especially when I wake up ;) ), I hope I have answered your questions and comments correctly and in an understandable way.
Not uploading it or anything, just you know, made the stat changes.
I'd recommend you add a second version of the mod for others, so they don't have to learn how to mod TW so they can make a couple stat changes.
If you start your game and then add in the mod around turn 70 with your under-empire already built, having milked most of the early-game money, you should be fine.
It should have been in there to begin with.
Maybe shave off -10 off of the discoverability buildings and make the last stage only cost 1000-2000 (for a small increase) but have it still take 3-6 turns.
Was able to build a bomb under the Oak of Ages despite them having a hero constantly present, very OP in my opinion.
Which is fine, just crank up the game difficulty.
Well now I'm making half the gold I was making, which doesn't even break even, so now the game is just all sorts of imbalanced and there's no way for me to fix apart from just not using your mod, which I want to use it, that's why I am here of course.