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This mod changes nothing for the Daemon Prince race.
They establish cults as part of their monogod races where cults are a mechanic. that's not a mechanic the warriors of chaos have. Doing that is well outside the scope of this mod.
But in-game cultists' tooltips shows that they can establish cults. Is this a bug or it's intended?
Thank you for answer!
You're not supposed to.
And really, it doesn't end up being a big drawback anyway. WoC have multiple ways to gain population surplus quickly (e.g. salt resource, nurgle gift), so it really shouldn't take long to get to tier 3 anyway. By the time you get the necessary research done, a player will almost certainly have several tier 3 (if not tier 4 and 5) dark fortresses to recruit from.
This has been a standardization change that CA has started making after this mod's release. I'll consider it, but at the same time I feel its not entirely inappropriate to keep them higher given the heroes are being lifted from other factions. I'll think about it in my next update.
Daemon Heroes and Cultists are unlocked for recruitment via technology for all characters, with the CoC lords having much quicker access to them than Undivided lords. Once the relevant technology is researched, you will also need to construct the correct buildings to recruit those heroes and increase the maximum limit. You will not see which buildings unlock which heroes until you complete the research for that hero. Once that is complete, you can check your building browser to see updated icons and flavor text specifying recruitment parameters.
All Daemon lords, heroes, and the cultists now have the passive authority granting skill seen on WoC characters."
I had initially checked the building descriptions and didn't see anything to indicate this. Perhaps it doesn't show until researched or doesn't show at all. Either way, good to know that I can construct buildings to increase the caps.
The technology unlocks the ability to recruit them baseline. Recruitment capacity is increased per relevant recruitment building (Ex: marauder buildings increases slaanesh hero cap)
Seems like a cool mod. I already had the herald lords and cultists in my previous WoC campaigns from other mods. Cool to also have heroes, and a nice bonus that they have chaos authority added in! A little sad that the models for certain characters from awesome mods like Legendary Characters get replaced. But going to give this a whirl.
@ 猫叔
I might have had to make tweaks to some lord/hero archtypes that could cause an issue of that nature, but ultimately, compatibility with other mods outside of direct crashing with dependency mods isn’t something I find great priority in.
Sorry.
Please elaborate. Who are you playing as? What buildings are missing? Did you research the techs to unlock heroes?
Grat mod by the way.
No they can not, and its not something I'm interested in doing. Cults are not a racial mechanic for WoC.
This mod shouldn't affect that in any way.
If it does, its by accident.
Did you research the corresponding techs?
Not sure what you mean? You need a building of some kind to recruit heroes. If you mean just out of dark fortresses, that was the old version of the mod, which felt very lopsided.
Thank you very much for the support! Cultist capacity is increased by building the dark fortress building at which that cultist type is recruited. (Ex: the military building for marauders should increase alluress and slaanesh cultist cap).
No. WoC do not use the cult mechanic seen in monogod races. Slaanesh cultists in WoC have no target settlement action.