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like infinite money and infinite hordes?
-if the lord of secondary army is killed in battle, i can´t recruit a new lord. the windows opens, but there are no lords to chose. -> i needed to load the last safe and repeat the battle and take care the lord survives.
- for some reason, the scabby eye green skins found a new army each turns per settlement but do not recruit any units in it. by turn 15 they have like 30 "armys" only containing of a lord (always a night goblin great shaman)
level two: forrest goblins, forrest goblin archers
level three: forrest goblins spider riders, forrest goblins spider rider archers
level four: arachnarok
there are some mods out there already providing suitable models and stats
loosing battles, loosing settlements, armys, vandalized settlements reduces your reputation; each army being idle (= not fighting in this turns) also reduces your reputation
+50 to +75: waaghmonga: increased and leadership, upkeep(!), growth, controll, etc.; chance that waagh units join or leave
> +75: total waagh: increased and leadership, upkeep(!), growth, controll, etc.; chance that waagh units join
100: set waagh target
this is probably the most complex and less fleshed out part: expand reputation level from -100 to 100 (balancing necessary)
-100: parts of your tribe turn against you; your primary armee splits and fights against you
<-75: bottom feeda: reduced and leadership, upkeep(!), growth, controll, etc.; chance of mobs leaving your army/attrition
-75 to -50: loosa: reduced and leadership, upkeep(!), growth, controll, etc.; any other armys of your faction breaks away and form and independet tribes
-50 to -25: straggla: reduced and leadership, upkeep(!), growth, controll, etc.; chance that other armys of your faction will break away and form and independet tribes
-25 to +25: fair git: no effects;
modify options after defeating other greenskin armys
slaughter/eat/kill captives: stays the same
absorb tribe: exchange units with defeated army (gives opportunity to take other some good units); then disband defeated army and increase population of your horde by its size
confederate: kill lord, add in new lord; the armee becomes part of your tribe
elimante possibilty to capture settlement without looting (greenskins will never simply occupy a settlement);
need to spend one horde population to loot and occupy (the garrions has to come from somewhere)
eliminate any building/effect improving control (make it harder to contain an empire)
industry: rename to raiding base: generate income but reduces control; if possible raid adjacent
regions with all effects (reduce control, detoriate diplomatic status) (reduces stability in any green skin dominated area and leads to constant new wars errupting)
limit to settlement level to three?
exchange campagin goals from "controlling any settlement" to having looted, sacked or raised once
orcs
level two: orc boyz, orc arrer boyz
level three: big ´uns, boar boyz
level four: boar boy big ´unz, boar chariots
savage orcs
level two: savage orc boyz, savage orc arrer boyz
level three: savage orc big ´uns, savage orc boar boyz
level four: boar boy big ´unz
goblins
level two: wolf riders, wolf rider archers, nasty skulkaz, pump wagons
level three: wolf chariots, rock lobbers
level four: doom divers
night goblins:
level two: night goblin, night goblin archers
level three: squig herd, squig hoppaz
level four: night goblin fanatics, night goblin archers fanatics
include lords and heros as you like and black orcs for any level(?)
i really appreciate your green skin horde mod. greenskins don´t build empires but should work more in a horde way and your mod adds the right tools for that.
actually, i was so excited that i just tried to build something own based on your mod, but learning to mod is tough. maybe you want to include some of my ideas concerning recruitment and mechanics?
just tried to formulate them but cant post them in a single comment.