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a ogre whos allied with chaos dwarves and in turn gets armour and weapons from them to better go off raiding eating and killing for them. he rides a armour plated mechanical Rhinox rumoured to be possessed by a demon so essentially an ogre sized juggernaut.
wargear;
Bladehorn - his original rhinox mount later killed by grail knights
The Iron Rhinox - his mechanical mostrous rhinox mount gained from the chaos dwarves.
Ironskin Armour - heavy armour forged of thick iron plates looted from fallen grail knights armour, inscribed with a protection rune worth a small mountain of gold. so a heavy armour with some sort of ward/physical resist
Faction mechanics - would make sense as a ally or vassal of zarr-naggrund with potential quests from them similar to something like tzarkans whispers that gifts chaos dwarf outfitted ogre units.
a couple of armoured varients of more elite units like ironfists, iron guts and rhinox riders, essentially heavy armoured but significantly slower versions of vanilla units.
Faction effects - additional armour to all ogre units, additonal relations with chaos dwarves, faster recruitment of rhinox riders to faction as its there specialty skill (lorewise they tame them much faster) and armour bonus to rhinox riders
Lord effects - hates brettonia perk, upkeep reduction to rhinox riders, benefits to cavalry
Location - the Northern mountains of mourn, as they arent far from zharr naggrund
a mercenary band of ogres, golg(ph)ag was originally a sabreskin trib ogre but went west to make a name for himself, becoming the richest and most successful ogre mercenary of all time and cementing ogres mercs nickname as maneaters when he ate an employer who refused to him up.
Wargear;
he doesnt really have any unique items from what i can tell, but he is armed with hand weapons (dual) a ogre pistol and armour. he also has the maneater banner carried on his back which definately could be a unique talisman item.
Faction Mechanics - he could easily make sense as a horde playstyle, a moveable ogre camp or something like that. getting random contracts where you can go kill armies for cash.
Faction Effects - upgrades to maneaters obviously, better attack and defense skill and lower upkeep. man eaters cause terror for being renowned mercs.
Lord Effects - maneaters get upgraded stats, bonus to diplomacy as a famous merc and upgraded allied recruitment capacity as makes sense for him to work with other factions units
Location - luccini or border princes are two places he made his name.
His name is blocked by steam because the F, obviously not trying to insult here just characters name.
a character already in game and playable through confederation but he could get a bit of a makeover if we are honest. he is supposed to be the second best sorcerer lord second only to Astrogoth Ironhand.
of course we already have a powerful sorcerer character and two characters who cast magic.
Astrogoth casts spells from lore of Hashut and lore of fire, Drazoath casts just lore of Hashut.
But the chaos dwarves have 4 lores of magic available to them all 4 of which are pretty decent with lore of metal and lore of death not being seen at all.
So ghorth getting death and metal spells in a mixed lore would be beneficial for making him feel unique.
Wargear;
i couldn't find any listed as chaos dwarves are pretty down low and less detailed unfortunately.
Faction Mechanics - you are in zharr naggrund, you have zhatan the black as a vassal and are attacked at all sides by skaven, orks and ogres. it would be cool to have to serve chaos with special missions while maintaining your zone of control.
Faction Effects - ghorth is basically the most powerful sorcerer lord now that astrogoth is on his way to being a statue, he still is alive and made of meat, so having a magic focused faction with higher winds of magic and sorcerer recruit ranks and capacity would be nice as well as some ally focused mechanics as you have zhatan and the ironskin ogres.
Lord effects - having a more support based mage would also be ideal as the other 2 are quite aggressive style characters so ghorth having a few more hexes and buffs and only a couple of good powerful damage spells could be a good idea. he also could have cooldown reduction powers to get his cabal of mages casting more often in battle.
Location - Zharr Naggrund.
Kinda like the idea of the Ungol equivalent of armored Kossars having Stalk and Frenzy, but with low to no armor, but higher melee stats and speed. Also no ranged weapon. Something like a duel wielding saber version for anti infantry, and a great weapon version for AP
Maybe instead of By our Blood, they could have something like By our Fury, which gives unbreakable, but also makes them cause fear or Terror
Though, Instead of that, could also give them something like 'Skilled Raider' which would buff there combat stats against enemies below half there total wounds or morale. Make them more of a mobile move and fight shock trooper instead of a hybrid unit.
While these characters aren't canonical, they were featured in the old Warhammer Online: Age of Recknoning MMORPG. The lore and the mini depict the duo as a massive Orc Warboss, Grumlok, with a Night Goblin Shaman, Gazbag, riding atop one of the Warboss' massive shoulder plates. I'm not sure if this could be achieved via model and asset editing, but this would be the ideal way to present the characters. Alternatively, Gazbag could merely be a legendary hero for Grumlok. We've seen this concept in characters such as Skarsnik and Vilitch, but an expensive Orc Warboss that also serves as a Night Goblin Shaman caster would be a unique and exciting addition to the Greenskins.
Concerning wargear, the only significant wargear option for the pair would be the pair of amulets provided to each Greenskin by Malekith. The amulet gifted to Grumlok is said to amplify his physical might, while the amulet given to Gazbag is said to amplify his magical abilities. The rest of the wargear options would have to be fabricated, as they do not possess any other equipment according to the lore for the pair in the MMO.
As far as faction mechanics are concerned, there is a bit of lore on the amulets via comics and the MMO itself, where Malekith is said to have charmed the amulets in order to gain some influence over the pair of Greenskins, allowing him to manipulate them. This could be translated into large one-way diplomacy bonuses in favour of Malekith, as well as an initial alliance of some kind between the two factions. If war-coordination modifiers could be adjusted as well, this would be ideal. If a player is using the Bloody Sun Boyz faction, I suppose some other incentive for accepting Malekith's offers could be implemented.
The amulets themselves should be difficult for the pair to initially acquire, considering that some faction mechanics could play off of Grumlok and Gazbag not initially possessing them. Prior to receiving the amulets, Grumlok is described as a warmongering Warboss with very little intelligence and a tendency to focus on one enemy at a time. This could translate into stacking war-based modifiers, akin to Orion; albeit in the form of penalties, where they could perhaps suffer from public order, growth, and other economic penalties per war they are engaged in. Furthermore, it is also said that the Bloody Sun Boyz initially struggled to form a Waaagh! until Malekith stepped in and provided them with the amulets. This could translate into initial penalties that make forming a Waaagh! more difficult. Both of these penalties could be nullified by acquiring the amulets, but acquiring the amulets would bring forth the faction mechanics that allow Malekith to manipulate the Bloody Sun Boyz.
I think this pair could be a unique addition to the mod. Honestly though, I suppose the non-canonical nature of the duo could serve as a barrier for them being added, considering that there are plenty of canonical characters that deserve a place in the mod.
The rogue Grey-Seer. The crazy Skaven dubbing in Necromancy. An underdog. A perfect BFF for Helman Ghorst as a hero/lord. (Would greatly correspond with the mod "Necromancy" 'couse it has Undead Skavens)
Food for a thought!
sry for Engrish
Like in tabletop he is a hybrid between wargor and shaman and use a mix from lore of the wild and shadows...
His wave of insanity is an aura effect who cause rampage and could lower the enemies leadership too and he himself is immune to psychology because of his madness...
He benefits from the ward of morrslieb and has magic resistance and a ward safe...
He can throw warpstone meteors which can be solved with cassandoras comet as ability/bound spell...
His unholy zenith could be a passive like the rage ability and increase his magical power or lower his magic spell costs the longer he is on the battlefield to show how the moon gives strenghen him...
If possible as a faction mechanic, he must destroy the waystones around the world to increase the chaos and his might...
He is a powerful mage that is missing in the skaven Lords similar to Elspeth von Drakon and CA refuses to add him. Yes, I put him on a level similar to Elspeth.
Also, I hope either have a LL made by a expert or your adding him will convince CA to make it official similar to a fashion like Elspeth von Draken. Maybe if you do, CA will eventually add the best skaven that is mortal enemy to Gothchra and Felix. If not, then we have a good mod author with more skill to add the mortal enemy of Gothchra and Felix.
In the Warhammer version, we can saw she gave up command to Elspeth von Draken due to failure or secured rulereship of Solland instead of Wisseland instead.
Her character, based on her lore, is either a legendary version of engineer hybrid with a sword called Runefang, or a melee unit that resembles a fencer in combat style. She should be weak in combat but gives buffs to her army to be more efficient cost wise and increase leadership. She also have bonuses that focus on increasing trade income and building income for she is business savvy that looks to make money to live luxurious.
If she is a Legendary Hero, she should start at Pfeildorf or Winter's Teeth Pass and is at war with the Black Venom tribe. She should also declare war on the The Court of Night if they hold Prelidorf after taking out the Black Venom tribe but its easier if Pfeildorf is just under her control from the start and has to retake Winter's Teeth Pass and Steingart. She also have +20 Relationships with Karl Franz and Elspeth von Draken's factions due to being political allies of the two and major trade partners.
I would love it if Norsca technology could boost Khorne chaos warrior units for Egil Styrbjorn (Skaeling). I tried to do it myself with RPFM, but it's totally beyond my meager knowledge. Can you help me?
The quick and dirty way here is you're gonna want to look at the technology_effects_junction_tables to find the Effect of all the techs you want this to apply to, then you're going to add records to effect_bonus_value_ids_unit_sets_tables matching that Effect to the unit_set that contains the units you want this to apply to. Check unit_set_to_unit_junctions_tables to figure out what unit_set you want. I think the unit_set of wh3_dlc20_chs_khorne_marked_units gets what you want, but you should double check that.
In summary:
technology_effects_junction_tables -> get effect id
effect_bonus_value_ids_unit_sets_tables -> add record with desired effect id and unit set
Example:
Let's say you want the marauder line to apply to the khorne warriors (this will effect all of Norsca for now). We go to technology_effects_junction_tables, set our search condition to the Technology column and search tech_nor to get all the norsca techs. The first node of the tree is wh_dlc08_tech_nor_marauders_01, which contains wh_dlc08_effect_tech_recruitment_cost_reduction_marauders. We then use Global Search to find this key (make sure you're searching Packfile, I think it defaults to Game Files). find the effect_bonus_value_ids_unit_sets_tables listing, and you'll see the entry for it. Copy the row, insert a new one, and paste the row into the new one (standard practice is to bundle all the same effects next to each other). Now replace the Unit Set of dlc08_nor_marauders_inf with wh3_dlc20_chs_khorne_marked_units. Save your mod/edits, load it up, and check that it is working.
That's the quick and dirty, it will effect all norsca technically, but most norsca don't get access to those units, so it is probably fine. If you want to do it fully proper with a sub-faction, follow the guide here (its a good reference in general): https://tw-modding.com/index.php/Technology_Trees#Separate_trees_for_factions_within_the_same_culture
Note that there is more than one way to do this and you could approach it a couple different ways, this is just the quickest way I believe.