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Hmm, I'll look into it.
Might be able to fix.
@kinciko
Only the All-In-One mod currently has that I think though it may work for this or could be modified by yourself to do so.
also, while it's less intentional than I presumed, the current building format works out great!
As for the Big 'Uns with shield stats, I don't currently know what path I'd take on that one.
I felt that was implied because the orc big bosses all share cap and the "normal orc" big boss cap comes from upgrading the artillery building.
So for me, I like Gorbad, his rule was he could have every unit upgrade to big'uns, so I avoid black orcs! I just don't want to use runty boyz for arrers or shields either lol. I want my big'uns!. fast armies that depend on mass missiles and crushing charges for ap is peak orcs to me.
a perfect force for raiding and sieging as they rove about. that's my 2 cents thanks for reading.
I've not had a chance to properly go through all the new skills yet.
The extra units do not really have a place unless I change how all of the variants weapons are balanced. As an example, CA decided Big'uns are the Anti-Large boyz, if I make a Dual Wield Boyz and they stick to that formula then the spears are pointless, if I make them different then the vanilla consistency within the roster is lost.
I tried to work around this by making a Boyz RoR that is dual wield to fill the visual niche because they can be whatever they like. This is also why my Savage Orcs do not have shields, CA decided they are more aggressive infantry and depend on their ward save instead to reduce damage.
At best I could see a opening for Big 'Uns (Shields) but the jump from Boyz to Blorcs is like not a lot of turns, with this option your basic Boyz would be obsolete even sooner.
>Have you decided how to handle these new skills for heroes? I saw that bonus vs. infantry +splash on black orc big boss and thought "orc big boss on chariot would make this very funny"
>I agree with the removal of Borgut, and it helps clarify the intent of the mod to "fill the 8th edition book" so in that interest, what are your opinions on adding orc boyz dual weapons or big'uns sword/shields,archers,or shield/spears? it's always been a let down to me we only have 2 big'un units in the game for "good orc army that isn't a black orc army" but the identity of the unit seems to be really restricted in the opinion of CA
Orcs/Big'uns Variants are all that's left out now
I have a number of things I'm working through but my ears are open. With the All-in-One now available as an alternative I aim to make this as modular as I can.
Gorbad integration is a work in progress so thanks for letting me know this stuff.
Unfortunately, some of the units added don't seems to interact appropriately with Gorbad:
- Gorbad's skill "Shootaz to da Back!" in the yellow line doesn't work for the Night Goblin Squig Gobba. It does work for every other ranged unit, including the Arachnarok Spider Flinger, so I think it should also work for the Squig Gobba.
- Gorbad's tactic "Stick 'em like pigs!" does work for the Night Goblins (Spears) unit, but it doesn't work for the Fanatic variant.
Thanks for your job, I hope it doesn't bother you too much to fix this little things
I'll have a rummage.
@RedMagueule
Thanks it was fun to make, may see a separated release in future.
@El Cubo
Hmmm, I'll have another looksie.
I support the savage orcs combined with forest goblins, those cultures seem motif adjacent. Goblins/Night Goblins Orcs/Black Orcs Forest Goblins/Savage Orcs for buildings seems fair.
The black orc big boss on chariot is still broken on Lead da Charge! though. I think it would make sense if the regular orc big boss could be used there as well since the tactic doesn't really have anything black orc related going on with it.
Adding new ones is easy but turning anything off can break things all over the map that then needs to be fixed via a script which in turn runs into conflicts with any other mod doing anything in those areas.
I understand why CA chose to represent them how they do though as Greenskins are rarely mono-subculture in the lore, it's almost always a mixture.
I'll keep exploring options though, I'll also fix those two plans today.
One last idea that I want to throw out on this subject is that settlements could also be implemented like CA did for daemons (at least Khorne) who dedicate them to either mortals or daemons and this dictates what recruitment buildings can be built in a settlement.
There could also be a single recruitment building for all the subcultures, but recruitment of these subcultures' units would be unlocked depending on which subcultures have settlements in the province.
---
On the subject of plans, I also noticed that when orc big bosses are given chariots, they are no longer fulfill requirements for plans like Regimental or Lead da Charge! that require characters.
As an old design choice it's also in conflict with the fact we now have access to a Savage Orc Great Shaman at all times but no Savage Orcs to put with it.
The original plan was to split all of the subcultures up and have them only available by default to their specific tribes with every other subculture having special resource locations but it is very invasive to mod in and causes a bunch of conflicts.
I'll check Gorbad's plans, effects are a pain in the butt to replace on stuff like that unless I can replace the whole thing.
I also suggest that recruitment of forest goblins (spears) be moved to tier one building to be in line with other spear units.
Another thing: I think that Gorbad's plan, Shot in da Dark, should be modified to require night goblin great shaman or night goblin shaman. Now it requires just the hero shaman which doesn't make sense in an army led by a great shaman.
Just play as Grimgor and you should eventually get a quest pop up by lv15, if this fails to happen then something has broken the script from launching.
@Simauk
Always more plans, I should be returning to active modding "soon".
is there a chance you will bring Blue Vipers from your previous mod to tww3 soon?
love your mods, keep op the good work :D
It's not really in the plans right now but I'll give it some consideration for the future.
You can make a local copy of the mod for yourself and delete the legendary_characters.lua file from the script folder or comment out the table.insert line with -- using RPFM to disable it.
@Kodiak86
Thank you, there will be more in the future.
It's part of a future planned subculture related feature mostly but Night Goblins are the only ones by default who did not get separated after the big Greenskins Update, and after I started expanding Forest Goblins it seemed like the right thing to do.
It is not set in stone though yet and things could change moving forward.
@Sir Dingles
It's not going to be what you want to hear but I have no plans to split my mod into any smaller parts, it takes enough time as it is dealing with what I have already.
@crocodominator
I'll check that out, you're not agitating me. It's not easy checking everything so reports are welcome and I'm always happy to answer any questions if I can.
The Wolf Chariot should now function properly, let me know if it does not.
@OHM
I do not know.