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69964 is applied to both Forsaken level 3 and Aspiring Champions level 5.
Sick mod, and basically what I'm looking for for hordes so I'mma give this a long go on vanilla.
Im in middle of testing how the AI uses this mod when the player is not Chaos. Im pretty sure it makes no real difference, as the hordes spawn pretty much fully stocked, but Ill keep experimenting
Thanks for your work! You really saved a broken faction!
Now, my Lords decide what types of units are availaible. They might get killed, but they bounce right back ready for action.
I AM THE HERALD OF THE END TIMES!!!
To make it even better I would add Zagz unit mods, if they had 65-85% less hp.
To make it the best I would want the chaos lord skills from this mods to make them more like they should be, and frightening powerhouses.
I play at very hard (modded) with better AI, adding these mods would make the game a challenge again. I just want to make T:WWarhammer great again.
http://steamcommunity.com/workshop/filedetails/?id=879382838
^ = Easy route.
Make Sigvald great again, give him his own customized Slaneshi skillset.
You're an amazing modder, this is an amazing mod, I love your balancing and your final decisions but having these two lords so lackluster in evolutionary options is sad! You should feel great for making this amazing mod which is why i bothered to sit here and write this wall of text, I care because I love it and want to play with it, that is why I urge you to make this mod so much better with these little tweaks!
I'm on turn 160 in a multiplayer (modded very hard, better ai et al) with a friend so I've had the time to feel this mod out thoroughly and here is where its unfortunately lacking, while its great to be able to spawn throwaway armies they are still very expensive popwise to create, with lvl 60 as max and three skillpoints a level you quickly get a good army customized and buffed up but once thats done its gets boring. With previous added skills, of which three are still active and working with your amazing mod, its still not enough skills, and it feels like Kholek and Sigvald had more options and got stronger armies with their previous trees - which is not ok! Kholek can flatten mountains, he is chaos undivided, herald, i want him to have a skill tree similar to Archaon.
I'll look into doing something with Varg and Skaeling.
Balance is something I'd be keen to hear more detailed opinions on. I don't mind the abilities feeling strong vs other factions - I feel the Chaos campaign should be a bit of a power fantasy - though obviously I don't want to make the campaign to easy. What I'm most interested in is internal balancing: do the abilities all feel like attractive options? Are multiple builds interesting and viable? That kind of thing.
The problem is that recruitment cost reductions are additive, not multiplicative. So if you add, say, another 15% reduction from a different skill, it doesn’t take 15% off the new total (e.g. take it down from 800 to 680) you take 90% off the original cost, so it would go from 800 to 320. In effect, it makes other recruitment cost reductions about four times as effective, so I’ve most ended up weakening them/getting rid of them and replacing them with other, hopefully more interesting effects
You won't get reductions from other sources, only from the lord. And that's a very interesting concept.
- When going down Slaanesh path lock Khorne and vice versa
-Going down the Nurgle path should lock Tzeencth and vice versa
My intention is that the lord skills should be the *only* wait to reduce the recruitment cost of any units above marauders. If you come across any other left-over recruitment cost reductions I'd appreciate if you could point them out.
You should reduce the amount of recruitment cost skills
Also the other god trees should be completely locked out when you worship one
The last skill tree should only allow two or tree skills, it would be better in terms of strategic planning
I hope Doc Festus will come with lot's of friends from the only true Dark God!!!
Mars - the Norscan vassal problem is something I'm working on, though it's been tricky to solve. However, I've developed a workaround which should in theory allow easy vassalisation of Norscan emergent factions through a tweak to their diplomatic AI. This will likely be included in the next version of this mod, but I've thrown an early version up on the workship here: http://steamcommunity.com/sharedfiles/filedetails/?id=892299563