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- deleted mod's changes for black rider and shades from kaine chain (in black ark)
ADDED 1 SCREENSHOT TO SHOW THE CHANGES
=> added from the level 1 building of the lokhir unique black ark building: "harpies"
=> added from the level 4 building of the lokhir unique building: "kharybdis" with frost breath (black ark only) and "scourgerunner chariots" with harpies claws (black ark aura)
have fun !
=> added back bladesingers to drycha's faction
- recruitment price is ONLY edited by your techs and character traits, skills...
- as they are low cost units, i would be surprised you got an event or too much stacking bonus in your game, nothing on my end
=> removed sisters of slaughter from khaine chain as CA put them in main barrack a long time ago
=> made khaine chain insteresting:
- still added executionners
- added basic shades (no elites) and basic dark riders (without shields)
=> edited mod's title and description
have fun !
(some dont need any changes inside, so kaedrin mod will see them "orange")
=> mod wont change as CA didnt add them in the chain where they get their bonus, but i dont touch any CA's change, so you are able to train sisters and executionners from CA's chosen building and the khaine chain (where they get the upkeep bonus)
the "black ark problem" you have shown at first is not tied to my mod and black ark, its tied to the overhaul AI evolution
as expected my mod does help AI (if smart) and players at same degrees ;)
(i use to play against endgame armies at turn 45+ because of "very hard" difficulty, they are at least adapted to "my speed" and love that they use all their tools)
remember in TW:W2 even your low tiers can beat higher tiers if your characters and techs are good ;) it can help if you did a slower or unlucky start
have fun ! :D
In reality I hope one day the ai cheating gets nerfed down.
It's the same for delf fighting higher difficulty helf they cheat build lothern to t5 the moment your arc hits t5 but they roll around with low tier units until beaten then they come back with sisters of avelorn as main type archers and all kinds of other shit. So imo it's balanced.
=> about the "base" of the mod
i mostly test and play ME in very hard difficulty
but it seems alright because:
- you still need the techs to improve growth
- you need good amount of gold to get the least building levels
- it also depends in what order you build in your black arks
(- lokhir will need it)
if you (or AIs) do a black ark pretty early, you will indeed have elite units unlocked a bit earlier (if you can afford the upkeep... AND if you successfully do not lose your early black arks)
=> about the vortex:
- nice report ! i didnt thought about vortex's rituals
- there is no way to balance it better without touching ME campaign
-> main question is: "do AIs really bring T4 or T5 units earlier ?"
i agree that "technically" the AIs can train them far earlier (if they do the right buildings) but chance to happen are far from 100%
=> anyone still can activate the mod later on ongoing vortex campaigns ;-)
what I'm saying is that technically they can have those tier 4-5 units in a span of 35-45 turns thus outpacing very hard ai by 20-30 turns ahead.
I play delf to much to know how broken they are campaign wise =.=