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About chaos invasion you can change the invasion difficulty on campaign launch and about the midgame greentide it's what I wanted for the old world as a midgame crisis. i won't change it for warhammer 2 but I have begun to think about the chnages I will do in Warhammer 3 mortal empire equivalent.
Sylvania being magic forest makes it easier to make humans and other races avoid to settle in it.
Concerning dwarfs if you follow the lore they shouldn't expand at all and should have diffculty keeping what they have in the mountains. Orcs should dominate the wasteland not anymone else.
As soon as it is back up I will post here the tables' names and other things you have to search for.
A way you could find it by yourself is to use "global research" in the official development tool and search for the term "suitable" or "inhabitable" it will point you to where these things are taken care of.
He can sack and claim cities but it will be very challenging for him to hold them.
In the lore he is only here to kill greenskins, not reconquer every thing.
Also in base game mortal empire campaign if climates are not modifies he ends up killing clan mors really fast, and soon after, all of the southern wastelands and sometimes some parts of nehakara (the desert) and of dwarven mountains. I didn't want that so that's why I did this.
And an other very important reason is that in base game he doesn't have specific climate suitabilitie (he has the same than lizardmen) so it would be quite hard to make him a custom climate suitability since he doesn't have any (should be possible but I don't know how to do that in a mod right now)
Why have you decided on LM climates? I was playing around with Kroq-Gar and I felt so sorry for him just being stuck in the corner of the map.
To be honest I just didn't like teclis starting position and I wanted him to lose it as fast as possible and when I play with my other mods he confederates almost all the time before turn 20 with an other High Elf faction so that does the trick nicely for me.
But I completely understand your request and I modified his climate suitabilities before discovering I could change climates of a settlement (which I did when I worked on Alith Anar)
So I will do as you asked and change star tower to island making it a possible foothold for high elves or dark elves (since lokhir is in the area) TL;DR Fuming Serpent = island in today's update ;)
No changes for existing factions, Lokhir and Kemmler have been updated but the "Pirates" are as in base game since I have to play to see how they settle right now ( and also I wonder if climate impact pirate coves)
Full list of changes will be added in description when I update the mod to take this into account (in a week or two).
Instead of making frozen suitable for Alith Anar I decided to make Arnheim (his strating city) Wasteland which will grant him a foothold on the northern continent without making him a massive conqueror when he is played by the Ai. His role is to defend the north of Ulthuan not invade and conquer Nagaroth .... Also changed some suitabilities for the skavens, clan rictus shouldn't be the main ennemy in the region anymore.
To note : when you play Alith Anar with this mod on very hard or legendary, the game becomes quite hard due to the climate public order penalty and you will need to either loot, raze or if you establish colonies to build the culture buildings to maintain public order. Also beware of confederation. I confederated with Avelorn and Queen Alarielle had no public order problems but for me since it was unsuitable it took time to truly take control of this land (which is great from a lore perspective but I didn't thought it would be this impactfull)
I will update their suitability step by step when I consider something needs changing and do a more global verification of all suitabilities when the hotfix patch is released by CA.
For lizards/ island climate I agree with you that it should be suitable for more factions but not the "chaos/vampire/tomb king" one since the vortex is sucking out all teh winds of magic.
And finally on the dark elves I agree again but right now there is no difference between Dark elves factions but it should be possible to do it as they did it for tomb kings for example.
As I'm working on an update of this mod I will make sure to take your feedbacks into account but I don't know when it will be out since I'm pretty busy right now.
Some thoughts on the mod.
I think Sylvania's inhospitability in vanilla is meant to be represented by the local corruption it has. Perhaps upping that value a bit is a better solution than making it magical forest, as some weirdness can result from that with Elfs/Vampires happily occupying each other's settlements.
I also don't think it was necessary to make temperate island inhospitable for lizardmen instead of unpleasant. IMO it just makes sense if temperate island is more or less suitable for all factions, and rely on the high elves defensive position to keep those lands, and the 'guardian' personality.
Chaos wastes being pleasant for Dark Elves doesn't seem very reasonable either. It helps Malekith expand but he should focus on Ulthuan instead anyway. And in lore chaos wastes are completely twisted zones with screwed up physical laws where only chaos followers live. It might make sense to give chaos wastes suitability for Morathi's faction only.
As of right now I use the vanilla "profiles" for which I modified values. Those "profiles " are : normal, greenskins, skavens, dark elfes, and hordes (chaos + beastmen).
In the futur I intend to create knew "profiles" or at least modify the default one a little more so they are even less likely to colonise unhabitable lands.