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I guess its either come up with something special or simply replace all said morale related bonuses with something more appropriate than morale. Like melee def/speed/hp whatnot.
Also maybe you could remove the wight king from the garrisons now that you have the vampire lord instead - to keep it in line with the rest of the Steel Faith factions. Two heroes are a bit op.
I did feel that the ancient undead mod made undead fairly OP myself, so probably not going to play with it, have to have a challenge hehe. Some races have really strong research bonuses while others are really lackluster. I guess undead are abouth average? With the mod they become top tier though, which might be a bit too much given their allready usefull mechanics like raise dead.
Perhaps I could add some tech effects into this mod to make tech that only does leadership useful with this mod.
Not that i have any problem with your grave spears and skellie horsemen, they fit perfectly with VC. This system you have made should really be implemented by steel faith. It is imo much better than the original one. Much more plausible.
Are you going to uppdate your ancient undead to fit more with this mod's morale changes or will it be as it is?
Also please no grave guard archers. Damnation... Damnation...
I tried out your ancient undead tree, i noticed that some bonuses was too morale, are they really meaningful given your new system? It looked like it would make VC really powerful, maybe a bit OP?
PS: I couldn't work out a mod to make the AI have an invisible skill, so keep an eye on that in your testing and see if its ever an issue.
"The Grave Guard, or Wights as they are sometimes called, are the Undead corpses of long-past heroes and warlords that have been arisen from their graves with a partial flicker of the original soul trapped within, allowing the Undead to fight the enemies of the Necromancer that raised them with the skills and tools of his former life"
begs the question of why the VC can't field archers though. That is supposedly due to the VC being unable to raise undead with the sentience neccessary to properly aim a bow. Seems to me this tidbit would allow for Grave Guard archers
And also in regards to the matter of discussion, it says in the lore that the grave guard are actually even more ancient than regular skeletons, but were warriors or renown from the past and thus they have more sentience, which is what makes them better troops.
as a matter of discussion though, I don't think grave guard have any more individuality than any other of the skeletal/zombie units. The shuffling of skeleton warriors/spearmen is a testament to their more decomposed/shoddy state at the point of reanimation compared to grave guard/knights who were raised from protected tombs. While I get that and its valid, I don't particularly like the weird stride. That is a matter of taste, nothing to be be done about that. However, he VC aren't like the tomb kings where the units have a smidgeon of a sense of self - they truly only raise mindless undead.
I have not tested it without ATT, so it might not work. Best thing to do is try to run it without it. If it doesnt crash on startup it will be fine (no adverse effects). I do suspect that it will crash without it though. If not, Cheers!
I'm sorry, but WHY do skeletons now use the animations of empire troops? They looked just fine before with their skeleton animations. Now they look too human.
Also, is All Tabletop Lords absolutely necessary like the required mod lists suggest?
Varying radii depending on Lord type
Hero versions of Lord of the Undead
Possible different bonus effects based on Lord type
Possible on-use abilities to make lords feel more unique.
Would you be willing to test it?
It will kind of suck to have the AI beholden to different rules though.
And yes I absolutely want to find some ways to make the different types of lords standout. I may not approach it through the Lord of the undead ability (I may), but it's on the to do list. I am sort of leaning toward on use battle abilities that fit their theme.
The AI already suffers from tending to suicide its Lords in various contexts (especially Sieges); ideally there'd be a way to given the VC AI a large LD cheat (short of a 'use this if you aren't playing VCs' submod) so that it doesn't throw totally battles on Lord positioning.
However one big problem with having a set radius is when you are fighting the VC. The AI will not adjust for the mechanic. I'll have to think about what I can do to pull it off.
I think your mechanic is a lot more fitting and entertaining than the 'morale by any other name' crumbling system. However I think there are a few things that could use tweaking:
1. Lord map-wide ability; I don't think the unbreakability should be map-wide; it's too trivial to bury your lord in a forest if there's a real risk of assassination; the radius should be huge, but still enough that the has to have some degree of exposure. Moreover, this would be a fantastic opportunity to distinguish the different lord types in the all TT heroes mod as well as the different LLs- perhaps Necrarchs might have map-wide or so large as to be nearly map-wide radii, but Strigoi and Blood Dragons should have uncomfortably small radii that limit how flexibly they can deploy their undead forces (which fittingly induces Strigoi to rely more on ghouls).