全面战争:战锤2

全面战争:战锤2

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Murderous Tendency (Additionnal Reinforcements for Dark Elves Factions Vanilla/SFO/Lucky/Radious)
   
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标签: mod, Campaign
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1.074 MB
2020 年 2 月 23 日 上午 6:46
2021 年 4 月 26 日 上午 4:46
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Murderous Tendency (Additionnal Reinforcements for Dark Elves Factions Vanilla/SFO/Lucky/Radious)

在 Gwenolric 的 1 个合集中
Reinforcements Collection (Vanilla/Radious/SFO/Lucky)
16 件物品
描述
Compilation Link :

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2015053443

Feature: Affect both Player and AI

This mod brings new abilities to all the Dark Elves factions during battle, similar to how Menace from Below is used for Skaven. However, unlike Menace from Below or Raise Dead, the units don't degrade over time and do not loose HP for just existing. Because of this, it heavily favour the Dark Elves with up to 6 additional units that they can bring in a battle.

#1:
Kaela Mensha Khaine :
After building the landmark in Shrine of Khaine "Shrine of Widowmaker", this skill will give all the forces in an enemy territory (faction_territory_enemy) a skill that can summon up to 2 units of Witch Elves in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected).

Pre-charge:150s
Number of charges : 2
Recharge time : 30s


#2:
Slave Hunters :
After building the landmark in Karond Kar "Slave Traders' Palaces", this skill will give all the forces in an enemy territory (faction_territory_enemy) a skill that can summon up to 2 units of Black Ark Corsairs (Handbows) in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected).

Pre-charge:15s
Number of charges : 2
Recharge time : 75s


#3:
Bloodied Hands :
After building the landmark in Har Ganeth "Fiery Pits of Sacrifice", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon a unit of Har Ganeth Executioners in battles. This skill is exclusively available for the currently own regions.

Pre-charge:60s
Number of charges : 1


#4:
Stolen Knowledge :
After building the landmark in White Tower of Hoeth "Dark Library of Hoeth" or "Sorcerous White Tower of Hoeth", this skill will give all the forces (factionwide) a skill that can summon a Sorceress (Dark) (Dark Pegasus) in battles.

Pre-charge:240s
Number of charges : 1


#5:
Ally or Foe? :
After unlocking the technology "Hardship & Cruelty" from the technology tree, this skill will give all the forces (factionwide) a skill that can summon a Khainite Assassin in battles.

Pre-charge:5s
Number of charges : 1


Is this compatible with Radious/SFO/Lucky/My grandmother's overhaul?
Yes ... and maybe no (for the stats). This mod doesn't create new units but instead use the original units of the game. Meaning that if it is like SFO or Radious, which modify the core stats of the units, it is compatible. However, at the same time, those units don't get a single bonuses from the faction, from technology or Lord's traits. They are the vanilla of the overhaul (or not overhaul).

So that means it works with everything? Right?
Hehe ... no. I have only made sure to be compatible with the 3 major overhauls right above. I also made sure to abuse the official landmarks that are almost never removed. BUT as you can see on the description, I use a number of technologies and buildings. If some mods were to remove those buildings/technologies, the mod would not work and most likely will crash.
So, if you download a technology/building overhaul with only this mod (and I mean it, ONLY THIS MOD, which should be the last suspect) and it crashes, that means such building/technology has been removed and you should not use this mod.

Is it save compatible?
Yes. In reality, because it doesn't add new units and just add abilities to buildings and technologies, it will not crash your game and you can delete it at any moment and keep playing without worrying about restarting a campaign.
6 条留言
mrk 2022 年 4 月 16 日 下午 2:40 
please update
Rommelthedesertfox 2020 年 10 月 2 日 上午 4:39 
Ah I missed that in the description. Still its hard to complain about free units ;)
Gwenolric  [作者] 2020 年 10 月 2 日 上午 4:26 
@Rommelthedesertfox

Answer is in the text above: " However, at the same time, those units don't get a single bonuses from the faction, from technology or Lord's traits. They are the vanilla of the overhaul (or not overhaul)."
That applies to every reinforcement mod and the compilation one. The reason is the same as why the summoned units (mainly the Necromancer and Grey Seer) can't summon units themselves. If the unit is not "physically present" in the World Map, they are not linked to bonuses or spells, like an invocation. The game don't add bonuses when inside the battle but before it starts.
Rommelthedesertfox 2020 年 10 月 1 日 下午 9:28 
@gwenolric In all of your mods like this, will the summoned units stats be affected by things like lord and tech bonuses?

Love these mods.
Gwenolric  [作者] 2020 年 2 月 23 日 上午 9:47 
@King Cosby
All races will be modded (even the HE). However, right now, it is the first iteration of mod. Meaning, balance is kinda out of the window (comparing Dawi / Bretonnia, the units received are clearly not on the same level). Next, there will be far more specific racial dynamics, as long as I managed to actually be able to do them.
For example, Vampire and Skaven where supposed to have some of their abilities tied to the corruption and environement like sea. After trying a lot (and miserably failing for the Vampire Coast, so much that it was supposed to be the 4th mod), I decided to keep the abilities basic and do every races first. Making my Greenskins and Skaven mods extremely weird for how I implement them.
The Wriggler 2020 年 2 月 23 日 上午 8:23 
Will you be doing a revamp like this for the skaven themselves? These mods are massively better than what they have in vanilla and I'd love to see something for the ratmen themselves.