全面战争:战锤3

全面战争:战锤3

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Immortal Landmarks
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campaign
标签: mod
文件大小
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更新日期
97.007 MB
2022 年 8 月 26 日 上午 11:28
12 月 5 日 上午 8:07
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Immortal Landmarks

描述
UPDATED FOR 6.0
The mod will run without Mixu, but you'll be missing a bunch (~80%) of the landmarks. Adding landmarks requires startpos modding, Mixu's Unlocker = common startpos framework that keeps mods compatible.


KEY FEATURES




WHY GET THIS MOD?

Tired of building up generic province #26? This mod aims to make the world feel more dynamic by greatly expanding the landmark system used in vanilla. While the landmarks in this mod do include some standard landmark stuff (+2 order factionwide etc...), I tried to expand the design space of landmarks by including many effects which aren't used for vanilla landmarks.

This includes things like landmarks that summon a storm in coastal regions, or give your armies in Ulthuan access to powerful cataclysm spells (in a balance-limited fashion); even a landmark which can make your city invisible and untargetable, for a cost. Rather than give +2 recruit rank to Slayers, why not design a cool new ability that Slayers will gain with the landmark? Instead of +10 growth, why not have landmarks that grant you cool weapons and artifacts, or landmarks that trigger quests for powerful items in the lore that aren't represented in the game?

You can check out a list of landmarks, and a couple bullets on their biggest effects (there are ofc other effects, but I'm trying to keep the Google doc manageable), in the links below. NB that Steam hates Google doc links, just click through the warnings like you do for every other mod :p

Landmarks for order(ish) factions [docs.google.com]
Landmarks for evil(ish) factions [docs.google.com]


GAME BALANCE

Because landmarks are inherently limited by region and faction, they are an excellent tool to spice up your campaign without greatly impacting overall balance. That said, I've tried to keep all effects broadly in line with vanilla balance. The AI will make full use of the new landmarks, that includes scripts which will give them quest rewards the same way they do for Legendary Lord quests. I hope that by letting the AI fully utilize landmarks, it will avoid making the player overpowered. But of course it is impossible for me to test every effect in every situation, so I encourage you to share your balance thoughts and feedback!

COMPATIBILITY
  • Works with Immortal Empires Expanded mod
  • Does not add anything to the Chaosrobie's Old World Campaign map
  • MIXER IS COMPATIBLE WITH SFO, THIS MOD IS COMPATIBLE WITH SFO, WE'RE ALL COMPATIBLE WITH SFO. If you don't believe me, start a game with only this mod + Mixer + SFO. You too can become a scientist, using the scientific method to unravel the mysteries of compatibility!
  • RE SFO; note that, for the landmarks which add units or unit summons, the stats won't be aligned with the changes SFO makes to equivalent units. If someone wants to make a submod they are welcome to it.
  • Requires a new game
  • Yes it's compatible with Landmarks of Legend (I think Inquisitor and I have avoided overlap)
  • Works with Immortal Empires or Realm of Chaos campaigns (but the locations in the documentation refer to IE locations!)
  • Polish translation submod here: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2857387944
  • German Translation Here: , credit Balthasar23
  • To use with other startpos mods (more slots, etc...), you will need a compatibility patch between the startpos mod and Mixu's unlocker.
If a mod is compatible with Mixu's unlocker mod, it should also be compatible with this one. If a mod isn't compatible with Mixu's unlocker, then...it won't be compatible with this one. Please report any incompatibilities and I'll look into it.

FUTURE / OTHER NOTES

I have more landmarks planned, and will update this mod throughout the life of Immortal Empires. I also would like to include support for mod configuration tool to enable lore-strict vs. lore-loose settings. While more of the landmarks are loreful, I took minor creative liberties for the sake of gameplay on occasion (though I think the only landmarks that are entirely made up are Surtha Ek's workshop and a bunch of Cathay ones). In a few cases I moved the loreful location a bit to better fit with gameplay.

There are a very small handful of new Regiment of Renown type units, but no normal 'unlimited recruitment' units. The new units included are mostly fun variants of existing units (Corrupted Terracotta Sentinel for Tzeentch, etc...). If you're interested in new units from landmarks though, I encourage you to check out Inquisitor's excellent Landmarks of Legend mod!


CREDIT / THANKS
  • Hate Criminal and Mall of America for their work on Landmarks of the Old World (and all others credited with that mod). This mod was made with Hate Criminal's permission.
  • Spartan VI and Sjeng Nedam for new building icons, Vladislav Grechko for dilemma art,
  • Zaskar70 and Zerg93 for the Black Guard of Morr model
  • rossco437 and Scribe of Nekoti for suggestions and outright designing a few of the landmarks
  • The incredible people over at Da Modding Den [discord.com], without whom I never would have figured many things out.

A FINAL NOTE
If you enjoy this mod, please throw it an upvote so others can more easily find it :D
热门讨论 查看全部(4)
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12 月 6 日 下午 4:57
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Heimdal
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2024 年 12 月 30 日 下午 11:13
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2023 年 11 月 21 日 下午 4:11
Rollback 4.0.7
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1,615 条留言
Sin 10 小时以前 
Guess i'll hold off on this mod for now
渣渣 12 小时以前 
Landmarks can't be built for Norsca
Echo 23 小时以前 
If anyone wants to fix it for their ongoing campaign before the author does, you can use RPFM to add the missing building chains from db/building_chain_availability_sets_tables to db/settlement_type_to_building_chains_junctions_tables.
The new settlement types are
wh3_dlc27_dechala_pleasure_palace
wh3_dlc27_dechala_thrall_camp
wh3_dlc27_dechala_war_pit
Echo 12 月 8 日 上午 4:17 
@ereb Yep, finally discovered a unique landmark in the Southern Chaos Wastes and can't build it. Lmao.
Vargas 12 月 7 日 下午 3:59 
Are there landmarks for Chaos Dwarfs? I dont see them in your google doc
ereb 12 月 7 日 下午 3:54 
By the way, Dechala doesn't build landmarks from mods at all. Or maybe I didn't find any such places.
ereb 12 月 7 日 上午 11:42 
@Echo Dechala has unique settlement types. That's probably the problem.
Propagate11235 12 月 7 日 上午 8:11 
@Echo yeah i was playing Dechala too and was frustrated at the lack of unique landmark
Echo 12 月 6 日 下午 3:40 
As a side note, even CA failed to add even a home province landmark, like most other factions have. Sigh
Echo 12 月 6 日 下午 3:38 
I've just played a Dechala campaign. Unfortunately, I didn't have any landmarks to build in the entire continent, except for a few generics (the Wei-Jin, Naggrond, Nagashizzar, Pyramid of Nagash). Nothing else, nothing unique all the way to the the Empire lands and down to the Tomb Kings.
It's so sad. Maybe in the future some could be enabled or added for Slaanesh in that part of the world.