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I'll have a rummage.
@RedMagueule
Thanks it was fun to make, may see a separated release in future.
@El Cubo
Hmmm, I'll have another looksie.
I support the savage orcs combined with forest goblins, those cultures seem motif adjacent. Goblins/Night Goblins Orcs/Black Orcs Forest Goblins/Savage Orcs for buildings seems fair.
The black orc big boss on chariot is still broken on Lead da Charge! though. I think it would make sense if the regular orc big boss could be used there as well since the tactic doesn't really have anything black orc related going on with it.
Adding new ones is easy but turning anything off can break things all over the map that then needs to be fixed via a script which in turn runs into conflicts with any other mod doing anything in those areas.
I understand why CA chose to represent them how they do though as Greenskins are rarely mono-subculture in the lore, it's almost always a mixture.
I'll keep exploring options though, I'll also fix those two plans today.
One last idea that I want to throw out on this subject is that settlements could also be implemented like CA did for daemons (at least Khorne) who dedicate them to either mortals or daemons and this dictates what recruitment buildings can be built in a settlement.
There could also be a single recruitment building for all the subcultures, but recruitment of these subcultures' units would be unlocked depending on which subcultures have settlements in the province.
---
On the subject of plans, I also noticed that when orc big bosses are given chariots, they are no longer fulfill requirements for plans like Regimental or Lead da Charge! that require characters.
As an old design choice it's also in conflict with the fact we now have access to a Savage Orc Great Shaman at all times but no Savage Orcs to put with it.
The original plan was to split all of the subcultures up and have them only available by default to their specific tribes with every other subculture having special resource locations but it is very invasive to mod in and causes a bunch of conflicts.
I'll check Gorbad's plans, effects are a pain in the butt to replace on stuff like that unless I can replace the whole thing.
I also suggest that recruitment of forest goblins (spears) be moved to tier one building to be in line with other spear units.
Another thing: I think that Gorbad's plan, Shot in da Dark, should be modified to require night goblin great shaman or night goblin shaman. Now it requires just the hero shaman which doesn't make sense in an army led by a great shaman.
Just play as Grimgor and you should eventually get a quest pop up by lv15, if this fails to happen then something has broken the script from launching.
@Simauk
Always more plans, I should be returning to active modding "soon".
is there a chance you will bring Blue Vipers from your previous mod to tww3 soon?
love your mods, keep op the good work :D
It's not really in the plans right now but I'll give it some consideration for the future.
You can make a local copy of the mod for yourself and delete the legendary_characters.lua file from the script folder or comment out the table.insert line with -- using RPFM to disable it.
@Kodiak86
Thank you, there will be more in the future.
It's part of a future planned subculture related feature mostly but Night Goblins are the only ones by default who did not get separated after the big Greenskins Update, and after I started expanding Forest Goblins it seemed like the right thing to do.
It is not set in stone though yet and things could change moving forward.
@Sir Dingles
It's not going to be what you want to hear but I have no plans to split my mod into any smaller parts, it takes enough time as it is dealing with what I have already.
@crocodominator
I'll check that out, you're not agitating me. It's not easy checking everything so reports are welcome and I'm always happy to answer any questions if I can.
The Wolf Chariot should now function properly, let me know if it does not.
@OHM
I do not know.
Goblin Warboss(with a bow) currently unlocks his chariot at level 2 and then loses access to it entirely once he gains his wolf mount, his frenzy skill also only applies to wolves and not wolf chariots, I am uncertain if this is intentional
I created Borgut Facebeater years ago, he was the first mod I ever created in fact, as for why he is for Grimgor because he is an Immortal he is Grimgor's special character from the Storm of Chaos.
I'd have to talk to Mixu before anything regarding Gorfang may occur if you have not noticed we work together quite often and they are the primary reason my scripts work in this mod. Morglum Necksnapper is on my list as are a lot of other things, everything slows down for summer usually but I have some immediate things i'm working on.
I'll be bringing another faction wide Legendary Hero into the pack before I look into any others though and don't want to give anything away as my plans constantly change.
What should happen now that I've had a look at it again is that It should trigger a quest when the player reaches rank 15 (Not 10 as I said previously) and if the player is not playing Grimgor the AI will get them at turn 30.
If you want to force spawn them you can try using the console commands mod with the command; legend ws_borgut_facebeater.
You'll have to elaborate on that one as there are quite a few images in the mod.
@Crocodominator
They'll get a new Model at some point and a look over, Mixu's Legendary Lords has Gorfang covered if you would like to play them.
Quest will pop up at about Lv10.
@Giant Iron Skeleton
I'll take a look at those thanks.
It's not you it's me, I screwed something up in the update.
Will fix as soon as I am able.
@Txus
It was thought about and tried while being put together but I opted for the book accurate single entity version.