全面战争:战锤3

全面战争:战锤3

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Slave Labour - Quick Construction & Slave Decrees
   
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2023 年 10 月 24 日 上午 3:43
9 月 5 日 上午 5:57
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Slave Labour - Quick Construction & Slave Decrees

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RagnaroKs Collective Mod Compendium
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描述
Greetings fellow mod enjoyers!

I grant to thee - A construction & Decree (Diktats) mod for your collection.

Ingame screenshots shows an example of the rush construction mechanic, that was introduced to Chaos Dwarfs and Dark Elves. This mod is based on the Dark Elves slave mechanic, as I find that more thematic compared to labourers.

I kept vanilla Dark Elf slave values and added slaves to buildings, that I think would make somewhat sense, which is also present in every faction.
  • Ports - Slave trade imports/exports etc.
  • Walls - Prisoners of war, captured raiding parties, highwaymen etc.
  • Discovery/Nightwatch - Thieves, smugglers etc. caught by the settlement patrols.
  • Thematic buildings/vanilla landmarks that makes sense - Markets, kidnapping, prisoners, slavehubs etc.
I have added 5 decrees (equivalent of diktats) to all factions. The decrees are centered around what I think could make sense in regards of buff/debuff. The flavour text for each decree suits Order tide best, but individual texts are not a thing right now.

I gave the execution option a slight buff to be on par with the other options, the new xp value is 300.

Considerations
  • I am aware that not all factions benefit from all decrees like, "Agriculture" has no effect for Beastmen.
  • Beastmen are funky due to horde buildings not working with slave quick build.
  • Dark Elves also get these new decrees.
  • I added a minor income on most growth buildings to enable the "Agriculture" decree. Numbers are less than vanilla Delf income diktat.

Collection of Mods I Created
Thank you for spending some of your time, considering using some of my mods.
59 条留言
RagnaroK  [作者] 9 月 5 日 上午 5:59 
Crash issue has been fixed :_wrench_:

@DjDrowsyBear - Did a quick HE test and influence accumulated fine for me. Perhaps a mod conflict or something else? :steamsad:
Louie04k 9 月 2 日 上午 6:16 
6.3 broke the mod
DjDrowsyBear 8 月 28 日 上午 10:58 
It seems as though this blocks influence being gained for High Elves. Am I missing something?
RagnaroK  [作者] 7 月 11 日 上午 7:40 
Sorry I havent been around to help you out with your modding endeavours, especially as I like what you are creating, keep at it! :Dominated:
Louie04k 7 月 9 日 下午 7:35 
does the ai use this mechanic? im also wanting to make a submod with this mechanic to give it more use, i want to make many of the landmark mods require slaves to build, which table would i edit if you know?
RagnaroK  [作者] 6 月 15 日 上午 5:09 
depends whether or not that overhaul has any similar mechanic in play or touch any of the same stuff in the rpfm tables.

Best thing to do is if you boot up a new campaign with both on to test it. :ratcoon:
king George III 6 月 14 日 下午 10:20 
do you think this would be compatible with the millennium: modern warfare mod
Pfleger Von Yggdrasill 5 月 30 日 下午 3:04 
I meant you get all those usage bottom at the start of campaign, but when you get some slaves by fight or something they will be gone, and they seems to be back after few turns so it's not actually problematic
RagnaroK  [作者] 5 月 29 日 下午 1:29 
@Pfleger Von Yggdrasill - I assume you refer to like how the Delfs lose slaves each turn sort of like an upkeep debuff?

I don't recall exactly if I was unable to copy this or if I never got around to it, I think the latter, so I will be looking into the possibility of adding the same mechanic.

I recall raiding for slaves was out of my skillset, as I was only able to replace the main faction to raid slaves, meaning if I gave this ability to Norsca, the Delfs would no longer be able to and vice versa. That needs a script, which I sadly can't do.

@Sprite with codeine - I decided not too even though it could fit, but some people find the concept iffy despite it being a game feature etc. so won't dig into that any further.

There are also a couple of mods doing similar stuff, so for compatability reasons, this mod will stay as its own. :ratcoon: