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I do not quite understand that. Do you mean making every lord in Ungrim's faction unbreakable?
The goal of these mods is to improve LL's army, not to provide faction wide bonus for subfactions. So I don't think I will include that in the mod.
What would you suggest for Thorgrim?
In game, might be cool to give his army leadership buffs, and combat buffs to Longbeards.
Thorgrim: Really love where you're currently at with the gyrocopters, but maybe there could be some room to flavor them further in the spirit of modern air weaponry:
Normal variant could be flavored like the Apache helicopter, which was used as an infantry support craft. Often times its overwhelming mobility and rate of fire was a huge boon to infantry efforts and a notorious terror to enemy forces across combat scenarios. This could perhaps translate to this gyrocopter to be the slowest amongst the 3 variants, but also offers a small(maybe +4) leadership bonus to friendly units in a semi-large area, and -4 to enemy units in the same area. This would be the anti-infantry one, as you already have.
(Alternatively, possibly you could flavor it similarly to the V-22 Osprey, which is currently widely common with the American Marine Corps- it's a vertical take-off aircraft, which allows it to quickly take flight, without the need to taxi a runway. You could flavor it as the only of the gyrocopters which is actually pretty good in combat((Anti-infantry)), and has the "Take Flight" ability that the ripperdactyls have within the Lizardmen roster for easy escape in bad situations)
Then for the Brimstone Gun, you have it as an anti-large specialist unit. This could be envisioned like any ground attack-class aircraft, which are most often used to take down specific enemy targets. It could be flavored like the A-10 Thunderbolt II, which was used specifically to take out armored vehicles and tanks. This one is a slower aircraft, but easily maintained for combat(maybe buff to ammunition?)
Then, the Gyrobomber, which could be flavored as a strategic bomber airfcraft. Would be cool to see it stylized like the famous B-2 Stealth Bomber. This one could have stalk/unspottable and the largest AOE of the bombs, as you already have, in order to safely take out things such as artillery units, or elite ranged infantry like waywatchers, mortar, jezzails, handgunners.
So TLDR suggestions; (in addition to your changes, as you're basically already right on the money)
Normal Variant -(infantry support) Buff/Debuff effects to nearby ground units(and/or better melee combat capabilities)
Brimstone - Buff to Ammo
Bomber - Stalk/Unspottable
Really love your Belegar changes as they are. They sort of make Rangers like Jezzails. Yeah definitely add Bugmans to the buffs as well! He needs it!
Grombrindal is flavored as a sort of paragon of the dwarfs, with his blue line skills buffing the entire faction, where every other lord just buffs their army. Maybe his buffs should be across-the-board army buffs? Or a special army ability?
I will take these suggestion and think about them. But if the normal variant really needs to be an infantry support unit, then it definitely need more than just morale aura. (I mean dwarves fight to death anyway, and -4 morale doesn't even cancel the cheat for AI under VH difficulty) Although I have to say I am not planning to let them go into melee.
As for the Gyrobombers, I think you have brought up a good point. I just need to think about a "reasonable explanation" as for why they are invisible (optical camouflage perhaps?)
I know that engineer slayer is a thing , but I don't know about adding flame cannon to his army. I mean they definitely need some buff, but I don't know if it suits the play style of a slayer army since there won't be infantry dedicated to protect them? I will think about this.
With Grombrindal I do prefer the army ability approach, since I do not want to provide any faction wide buff with this series of mod.
That is for sure, I feel like the biggest problem with High Elves is that you only get these units when you play as Yvresse. And the same goes for Alith Anar and the Everqueen.
High King Thorgrim, being he is the most Elite among Dwarf lords, Boosts Hammerers, Gyrocopters and Organ Guns
Grombrindal, being that he is the oldest among Dwarf Lords, Boosts Low Tier units (Quarrellers, Miners, Dwarf Warriors, Ballistae, Catapults)
Belegar Ironhammer, being that he is the lord of the Ironhammer Clan, Boosts Ironbreakers, Irondrakes, and Flame Cannon artillery.
Ungrim, obviously, Boosts Slayers. However, I think because he is so close to Zhufbar (the home of the Bugmans Rangers landmark) he could also feasibly be seen to be boosting them as well.
Thorgrim will be supporting Hammerers, Organ Guns are already doomstack units so they will not be further buffed.
Grombrindal already buffs Miners and actually make 2 variants 2 completely different units, so I think the addition of Dwarf Warriors wont bring a lot to his stack. The same goes for Ballista, I will make them more than viable as an anti-infantry artillery so Catapults wont be bringing much to the table (and they do get a lot of actions early in the campaign).
As for Belegar, I really think Ironbreakers and Irondrakes are good enough and they both are doomstack units anyway. That is the reason I went for rangers for him. And I believe the new rangers will be quite fun to play so I am reluctant to change that. It is just a shame that artillery pieces like flamecannon don't really fit into the guerrilla play-style the ranger stack is supposed to be offering and thus does not quite fit into his army