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In my ongoing campaign, all chaos factions have been destroyed in Naggaroth, but their former provinces remain corrupted, are corrupting one another, and even spreading corruption to new provinces, like a chain reaction that's difficult to stop.
To me I think the solution may be to investigate a means of negating creep. e.g. if a T3 anti corruption building in in the region, it does not creep into nearby regions.
I need to understand better how the AI tries to deal with corruption before I do this though. (becuase ideally I attach this effect to something the AI does in response to corruption.)
Seems like the AI has a bit of a hard time dealing with corruption. I doubt they are programmed to react to high corruption in their lands.
But other than AI ineffectiveness, this mechanic is really cool.
Eagle and griffon gate will be giving +5 creep to the two province's they are adjoined to.
Vauls anvil will be giving +5 to it's adjacent regions too. So despite no more dark elves, that's +15 corruption for tor annroc.
You're gonna need to focus on anti corruption in as many regions as possible to fight back the creep to as few sources as possible.
we have 7 corruption types, each with 4 threshold values. Thats 28 effect entries I'd need to throw on every major settlement building level, including ruins and "special" variants.
For lizardmen alone, that would be 728 db lines. Just far too much work and not economical :/
The easier way is if somehow I just have been a fool with effect scopes, and somebody can get a province adjacent scope working when applied through the corruption effect bundles such as "wh3_main_bundle_corruption_chaos_bad_51-60"
@Omnplayer: Both mods edit the "corruption swing" script - so whichever mod is loaded last in the load order will define how battle corruption is treated. (they halved it, I removed it entirely) Otherwise, no conflict, but possible unexpected balance.
If you're looking at doing the campaign collection, I'd pick the corruption mod you prefer, whether thats this one, or better corruption. They should play well with the other mods I've picked.
1. Apply the effect via scripts. Functionally it all works, but the UI doesn't work.
2. Apply the effect via effect bundles. The UI works, but the effect scopes don't - so the numbers don't work as expected.
If anyone else can get it working, I'd be happy to look at the solution and incorporate it here (and ofc give massive credit!)
Now, a high corrupted region will reduce other competing corruptions a certain amount in adjacent regions.
Again, the UI isn't going to show this fully in the affected region. This is a UI bug I can't resolve.
As a corrupter, you consolidate your province and let it spread as a precursor to an attack.
I think there is an issue when two factions with different corruptions approach each other. It can result in a scenario where they can't remove the other corruption. I'll resolve this later, but right now - I'm keen to see if the current values feel right.
That is beyond the scope of this mod though: if you feel like making it a mod yourself, I'm sure folks in the modding den could help you!
Just feels like a really bad choice on the devs part having it be 100 when it's no longer a percentage like the older games.