全面战争:战锤2

全面战争:战锤2

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Mega Campaign Overhaul 2
   
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标签: mod, Campaign
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764.543 KB
2022 年 2 月 9 日 下午 2:17
2022 年 2 月 9 日 下午 3:39
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Mega Campaign Overhaul 2

在 Incata 的 1 个合集中
Total War Warhamer 2: Gameplay Mods
69 件物品
描述
INTRODUCTION


The intention of this mod is to turn the game's campaign into a real challenge but above all to make it more fun, where the player always has something to do regardless of the turn, also accelerate the progression of the game and make the campaign map be much more alive.

This mod contains too many changes to explain them all, some things I will explain more fully and others I will only comment on, it is possible that I miss a change there are many things.

A legendary difficulty is recommended for this mod.

I decided that it was better to fragment the mod for 2 reasons, the first is that one does not always want to play under the same parameters and the easiest way is to be able to remove them and put them at will, the second is that it is much easier to manage the mods by separated than united, even so this mod continues to change many things.


DESCRIPTION

-All the benefits of AI have been removed both in campaign and in battle except for: Recruitment cost, maintenance cost, growth and influence. (except the ones that cover other of my mods)

-Magic now has twice the impact in the game, this means that it can store twice the initial winds or that the magic recharges twice as fast, this makes the magicians have much more impact in battles.

-The level of many buildings has been reduced, this allows them to be built earlier and in smaller settlements.

-Basic recruitment increased to 5 slots

-Global recruitment increased to 4 slots and the overtime penalty was removed. All Global Recruitment Time Reduction Effects have been removed and replaced with Bonus Recruitment. all non-horde factions now have a +1 global recruitment on one of their buildings. Dark Elves, Beastmen, and Vampire Earls factions now have access to Global Recruitment.

-The control radius of armies and settlements has been increased, if an army is placed near another it is very possible to block its movement, it also makes it easier to attack a target with several armies.

-Colonize a settlement no longer causes casualties.

-Increase of initial funds to 10,000. It seems like a lot ... believe me, it is not. Each faction has the ability to recruit 4 or 5 armies (minimum)

-The generals to recruit change faster.

-The growth required to level up settlements has been reduced.

-The rebellions are now much more dangerous, in this new world they are not very common but if one happens it will generate an army of 20 units with a quality of 4 out of 10

-All penalties on the player have been removed (except 1% upkeep for each additional army)

-The confederations now grant beneficial effects instead of negative between them, we will generate 50% more taxes during these 5 turns, this will allow us to keep the new units obtained instead of having to eliminate 2 or 3 armies. The requirements for the confederation have been reduced.

-The hordes and tomb kings have 5 generals available from the beginning.

-The technology is researched twice as fast.

-Unique units of specific factions are now affected by technologies and abilities of lords (although I have not modified the texts)

-All rituals have a recharge time of 10-15 turns and 5 global.

-Immortality is unlocked at lvl 1, this allows the generals of the a not to be left off the hook in a fair way.

-All craftable items have no limitations.

-Replaced lightning attack ability with 15% movement speed for troops, only azrick and skarsnik can use the mechanic.

-Increased the chance of capturing artillery

-Increased the chance of roge factions spawning

-Reduced the cost of transitioning from sea to land and vice versa (2100-1000)

-AI vs AI bonuses have been removed.

SPECIFIC CHANGES OF FACTIONS

-Crooked moon: can no longer recruit orc cavalry until he gets karak eight peaks. Building bonuses have been improved.
-Tomb Kings: each military building provides twice the recruitment, resource buildings provide
more gold and more materials, unlocking more lords through technology.
-Skaven: get food from more buildings
-Norsca: get more resources from buildings, now it is easier to obtain the favor of the gods and they can be obtained
various, + 20 / -5 and + 40 / -10
-Chaos: You can now recruit some Norscan Barbarian units.
-wintertooth: you can now recruit trolls from your main building and have access to some greenskin trolls
-Nakai: Changes in his technology tree.
-Dark Elves: Changed Slave system, can still get a lot of gold but will require more management, troop upkeep reduction cost in black ark reduced
-Dwarfs: Strengthened basic mechanics, increased chance of getting slayers, added maintenance reduction to slayers at high grievance levels, added economy buff at low grievances. Oath drop increase
-Wood Elves: Can now recruit more basic units at their outposts.
-Vampire Counts: Obtaining a full lineage branch has been boosted, now gives a very powerful effect and a reduction for a considerable type of unit. You can get more kisses by technology
-Lizardmen: They have received a boost to their economy in main and trade buildings


COMBINE WITH OTHER MODS


This mod works well alone but works much better in combination with other mods since if they did not exist I would have created something similar. I leave you my collection of gameplay mods, I use them all and I recommend using most of them but the decision is yours, they are all compatible with each other and with this mod, just take into consideration the following:
MCO has to have a higher priority than community bugfix, and Encounters at Derp.

-Collection of gameplay mods
-Visual collection
-Collection menus and improvements
-All my mods
2 条留言
Incata  [作者] 2024 年 10 月 8 日 上午 4:45 
@J I don't know, it's possible
I 2024 年 10 月 7 日 下午 5:09 
will this crash sfo?