全面战争:战锤3

全面战争:战锤3

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Dwarven Holds: Dwarf Subfactions
   
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4 月 9 日 下午 12:32
7 月 4 日 下午 1:41
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Dwarven Holds: Dwarf Subfactions

在 Fizzle_Boom25 的 1 个合集中
Fizzle Boom Sub-Factions
11 件物品
描述
Introduction
This mod splits up Dwarf minor factions into three sub-factions. One that focuses on tradition and mastering the old techniques, one that focuses on innovation and finding new ways to kill greenskins, and another that represents explorers and expeditions.

How it Works
Each faction has a limit on what types of buildings they can build and what they can recruit. This forces the faction to lean into a certain play-style and make them stand out from each other. I also added buffs to some buildings and faction leader traits for all minor factions.

Faction-Leader Traits
Lord
+30 Armor for Faction Leader
+2 Recruit Rank for All Units
+50% Mass for Longbeards
+10% Tradable Resources

Sub-faction Summaries
Tradition
Units: Miners (w/o Blasting Charges), Dwarf Warriors, Longbeards, Slayers, Giant Slayers, Doomseekers, Hammerers, Ironbreakers, Quarellers, Rangers, Bolt Thrower, Grudge Thrower

The smith building provides +20% magic resistance in province and settlements provide an accuracy bonus in region. Bonuses only apply in their own territory to encourage a more defensive playstyle.

Factions: Ironbrow Expedition, Karak Hirn, Karak Azul, Karak Zorn, Karak Ziflin, Kraka Drak, Kraka Ravensvake [TOW], Clan Durazgrund [TOW]

Innovation
Units: Miners, Dwarf Warriors, Slayers, Slayer Pirates, Hammerers, Ironbreakers, Thunderers, Irondrakes, Cannon, Organ Gun, Flame Cannon, Goblin Hewer, Gyrocopters, Thunderbarge

These faction get an armour bonus in region from their defensive buildings, once again encouraging a defensive playstyle.

Factions: Masters of Innovation (can recruit all slayers), Barak Varr, Zhufbar, Karak Norn, Karak Izor [TOW]

Expeditions
Each of these factions are unique, so I'll summarize them one by one:
-Ancestral Throng: Grombrindal is on the move and doesn't have time to settle down and build walls or advanced engineering buildings. They are limited to just infantry units.
-Karak Azorn: A newly established faction that doesn't have access to a lot of high end units, but has no problem using gunpowder. If my Warlords of Cathay mod is installed, they can also recruit Cathayan mercenaries.
-Greybeard's Prospectors: Explorers who can't build high end units or walls, but have access to Brettonian and Empire mercenaries
-Spine of Sotek Dwarfs: A long lost hold, that does not have access to new Dwarven technology. Adapted to Lustria and have poison attacks and can recruit cold ones and bastiladons.
-Bugman's Brewery [TOW]: Dwarves who have settled down in the empire. Can't build high end units or walls, but have access to Empire units
-Slaves of Zharr [TOW]: A slave revolt, very low tech. I plan to add some buffs to leadership and upkeep, but lower armour.
-Clan Barruk [TOW]: Greedy mercenaries who can't build some high end units or walls, but have access to Ogre mercenaries
-Clan Helhein [TOW]: A wandering clan who can not build walls. As heroes of the Battle of Dragonfire Pass, they can recruit Warriors of Dragonfire pass from any tier 3 settlement and get +1 capacity for each tier settlement.
-Firbeard's Excavators [IEE]: Same as Greybeard's Prospectors, except they use Cathay mercenaries instead (requires my Warlords of Cathay mod).

Other Subfaction Mods
-Empire: Planned
-Dwarfs: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3461049488
-Greenskins: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3446809693
-Vampires: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3473512199
-Bretonnia: No plans
-Wood Elves: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3290225744
-Beastmen: No plans
-Warriors of Chaos: No plans
-Norsca: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3439077222
-High Elves: Planned (Colonist factions)
-Dark Elves: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3529886662
-Skaven: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3454605611
-Lizardmen: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3489986082
-Tomb Kings: No plans
-Vampire Coast: Planned (Living Pirates faction)
-Kislev: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3464916787
-Cathay: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3514225945
-Ogres: No plans
-Chaos Dwarfs: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3508127542
-Demons of Chaos: Planned (Mortals vs Immortals)
39 条留言
eduacicab70 10 月 3 日 上午 12:19 
ok
Fizzle_Boom25  [作者] 10 月 2 日 上午 9:21 
I'm waiting for for information on Tides of Torment before I fully decide, but they will be focused on Sea Guard.

I also want to do something similar to my dark elf mod where elite units can only be recruited by their favored faction or at landmarks (ex: Sisters of Avelorn can only be recruited by Avelorn or at the landmark in Avelorn).
eduacicab70 10 月 2 日 上午 1:09 
what plans you have for the colonist factions for the elves?
Fizzle_Boom25  [作者] 9 月 26 日 下午 1:36 
A few things:
-Redoing garrisons to be different for Tradition and Innovation factions
-Adding secondary recruitment to landmarks so Tradition factions have a way to recruit Innovation units and vice-versa
-Adding Karak Kadrin as a Tradition faction and moving Clan Durazgrund to Expeditions with some bonuses for retaking Karak Ungor
-and a few more minor tweaks
eduacicab70 9 月 26 日 上午 11:14 
Thanks. Wich things is the update going to add?
Fizzle_Boom25  [作者] 9 月 26 日 上午 8:44 
Yeah, I can include it in my 7.0 update
eduacicab70 9 月 25 日 下午 11:56 
Could Spine of Sotek Dwarfs have more dinos?
Fizzle_Boom25  [作者] 9 月 8 日 下午 3:18 
Good point, I'll keep that in mind when I get around to revising it.
Versal 9 月 7 日 下午 11:51 
Thanks for the answer. I checked, everything is as you wrote. But I noticed that this effect interrupts other weapon effects (shield split, morale suppression). If you are going to inject poison to everyone, you should think about how the poison does not overlap such effects and the effects of flags and runes.
Fizzle_Boom25  [作者] 9 月 7 日 下午 3:00 
Right now, its only in their own province and the settlement needs to be T2 or higher. Can you check if its working in province? I'll consider changing it to be factionwide in a future update.