全面战争:战锤3

全面战争:战锤3

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War for Eight Peaks - Dynamic Start Positions
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188.369 KB
2023 年 6 月 23 日 下午 7:50
12 月 12 日 上午 10:33
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War for Eight Peaks - Dynamic Start Positions

在 Porkenstein 的 2 个合集中
Porkenstein's Vanilla+
77 件物品
Porkenstein's Immortal Empires Start Positions
10 件物品
描述
This mod gets rid of the Mutinous Gits, making the starting owner of Karak Eight Peaks dependent on the player's faction. It also changes some settlement ownership and faction identity in and around the Badlands to provide a better Queek, Skarsnik, and Belegar experience. Now, the three AI factions can often be seen skirmishing around the mountain for its control and players need to contend with both of their rivals from the start.

If the player is not Skarsnik, Skarsnik starts in control of Karak Eight Peaks. If the player is Skarsnik, Queek starts in control of Karak Eight Peaks. If Queek and Skarsnik are both players, Belegar starts in control of Karak Eight Peaks. If all three are players, Karak Eight Peaks is owned by the Necksnappers.

While I loved the idea of the race for Eight Peaks, seldom did the three contenders ever encounter each other around the mountain. This mod brings Belegar closer and involves the other two more with the mountain directly, creating an intense and thematic experience. The mod also brings back the Necksnappers from Warhammer I.



All Changes:
  • Skarsnik starts at Eight Peaks if he is not a player. If Skarsnik is a player, Queek starts at Eight Peaks. If Skarsnik and Queek are players, Belegar starts at Eight Peaks. If all three are players, the Necksnappers hold Eight Peaks.
  • Skarsnik, Queek, and Belegar now start at permanent war with each other.
  • Belegar now starts near Ekrund in control of Gronti Migdol, making his campaign truly a challenging fight through the badlands to retake Eight Peaks.
  • The awkward Mutinous Gits are no more, replaced by the original Necksnappers from Warhammer I.
  • Gorfang Rotgut and his Red Fangs gain control of Black Iron Mine and Dringorackaz, but lose most of their old territory to the Necksnappers.
  • The Feastmaster ogres start in control of Bitterstone Mine to give them more survivability and to give Belegar's campaign more variety

Compatibility:
This mod should be compatible with any other mod that doesn't mess with the starting location of factions being moved, as it is almost entirely script-based. It is compatible with both Mixu's unlocker and Immortal Empires Expanded. It is compatible with my Kemmler mod as well.

Other Recommended Changes:
Skarbrand in the Jungle
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2990746957

True World - Light Start Position Changes:
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2988099329

AI Balthasar Gelt in the Border Princes - Start Position Change
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3285962464
74 条留言
MsL229 12 小时以前 
Thank you for the compatch! Must have missed it.
Solmyr 20 小时以前 
There is also a slight conflict with Skaven Clans, which gives Bitterstone Mine to Clan Gnaw (but this mod will override it).
MsL229 12 月 13 日 下午 4:53 
Greetings. It seems this mod has some roughness when played alongside Southern Realms mod. Belegar does not get Soqotra, as it belongs to Gashnag the Black instead
Porkenstein  [作者] 12 月 12 日 上午 11:13 
@< blank >, IEE is supported. This isn't really relevant on old world since eight peaks is enormous on that map and includes all of the factions with its confines anyways
Porkenstein  [作者] 12 月 12 日 上午 11:12 
@Omnplayer, I tend to leave that stuff up to other players who might want to make them compatible themselves
Porkenstein  [作者] 12 月 12 日 上午 11:12 
@Gleen Cross, I do want to do a dynamic start position mod for Eltharion and Grom that makes their campaigns feel like how they did in warhammer 2.
Gleen Cross 12 月 11 日 下午 2:44 
Fair enough. Indeed, too many orcs in the world's edge mountains is kinda boring, so the AI Grom's position in Bretonnia is not that bad. But for a custom human campaign either playing Eltharion or Grom, to work your way to reach the mountains or Ulthuan, that is more interesting imo, kinda mimicking the original TW Warhammer 2 campaign, Grom was one of my favorites in that game, meanwhile Grom in Warhammer 3 is not that interesting because his start position is just too easy
Omnplayer 7 月 2 日 下午 11:58 
Would you consider making a compatibility patch/sub mod for cataph's southern realms? One of his lords starts where Belegar starts
< blank > 5 月 10 日 上午 11:04 
IEE/old world supported?