全面战争:战锤3

全面战争:战锤3

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Beastmen Mechanics 2
   
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14.303 MB
8 月 19 日 下午 2:25
9 月 4 日 上午 10:33
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Beastmen Mechanics 2

在 Incata 的 1 个合集中
Total War Warhamer 3: Gameplay Mods
75 件物品
描述
General description


This mod improves the beastmen faction for both the player and the AI, this is achieved by modifying some of its base mechanics and characteristics. In this version I have focused more on adjusting this faction so that the AI can play well with it and many changes have been introduced for the AI and its game mechanics.
This mod is a modified version of my mod Beastmen Mechanics Which could disappear in a few weeks


General changes


-Both versions of Khornataurs have been added for Beastmen recruitment and are affected by all abilities that affect minotaurs. Also, if you also have my mod Settlement Recruitment 2 you can recruit them from the main buildings like the rest of the units.

-The units recently added to this faction have been added as possible garrison, among which are the new variants of gors, centigors, minotaurs, jabberslythe, elemental of beast and ghorgon.

-Minor factions can now colonize and occupy settlements, and they can also recruit new units.

-Allied unit maintenance has been removed

-All buildings' abilities have been reworked to better fit the rules of their modified mechanics. Some effects that were practically useless have also been changed

-The AI now uses bloodlust animosity

-The Beastmen Cockatrice now has a more faction-appropriate appearance. This is thanks to the mod Cockatrice for Beastmen - 野兽人可招募鸡蛇兽 (It was a shame to leave this dead)


Bloodgrounds


This was actually one of the biggest problems with this faction for the AI, as there are no specific rules that tell it how to play with it. I've modified the system so it works like any other faction while maintaining the essence of this faction.

Now, when a herdstone is erected, a Bloodground will be established only in that settlement's region. This allows a herdstone to be raised in each of the game's regions (basically like any other faction).

The scoring for performing rituals has been modified. Since they only affect the region itself, only actions performed in the region (i.e., battles fought there) will now be counted. However, the score has increased from 2 to 8. This means that at least 10 points will be awarded for the ritual when a settlement is conquered in battle (regardless of whether the battle was fought previously).

This system makes the progression of Ruination much more linear, as you'll earn fewer points for each pillar, but you'll have many more pillars.


In addition, you can always build herdstones, since the minimum amount can never be lower than 1.


Ruination Progression


Changes have been made to the AI in this regard. The AI no longer uses this mechanic like the player does; its progression is automatic. Overall, the timing has been halved to make it more efficient. This affects:
Unit Cap Unlock
Unit Cap Increase
Army Cap Increase

He also gains a boost of dread resources every few turns.


Khadrak


While with these changes most of the beastmen factions survived (even the minor ones) and even became the dominant force in their area (Taurox rank 6) Khazrak was quickly eliminated. Let's not fool ourselves, Khazrak has the most complicated start along with Malagor, but his real problem is the initial attack sequence, this exposes him too much and 75% of the time Karlfranz finishes him off. I have modified his start a bit so that he attacks Black Pit and with this he is out of danger from the start. He is still challenging, but now he has real opportunities to survive and thrive (this is only for the AI)


Dread Panel Changes


The Dread Panel has been reorganized to group and increase the number of units available when we invest resources in them:
-Ungor herd spearmen: Each level unlocks 5 units of the 2 units total 10
-Gor One-handed weapons: Each level unlocks 2 units of the 3 gors variants
-Gor Two-handed weapons: Each level unlocks 3 units of the 2 gors variants
-Bestigor: Each level unlocks 5 units
-Centigors all: Each level unlocks 2 units of the 4 centigors variants
-Chaos spawn giants: Each level unlocks 2 units of giants and 3 spawns
-Chaos warhounds poison razorgor: Each level unlocks 4 units of Chaos warhounds poison and 3 razorgor
-Beasts: Each level unlocks 1 cygor, 1 ghorgon, 1 jabberslythe and 1 elemental of beasts
-Harpies feral manticore: Each level unlocks 4 units of Harpies and 3 feral manticore
-Minotaurs: Each level unlocks 2 units of minotaurs and 2 khornataurs
-Minotaurs great weapons: Each level unlocks 2 units of minotaurs and 2 khornataurs
-Minotaurs shield: Each level unlocks 4 units of minotaurs

A scroll bar has also been added to this panel as otherwise not all units could be accessed, this also allows units from other mods to be added and accessed. This feature has been obtained from the mod Lost & Found Beastmen: Loreful Additions (Shadows of Change) del autor greenphoenix23 All credits go to him in this section.


Miscellaneous


While I'm very happy with the final result, please note that this mod doesn't do everything on its own. I've configured, tweaked, and tested it with my other AI and quality of life mods. Given my preferred difficulty and preferences, I might not get the same results using other mods or settings. The mod does what it claims, but the game has many parameters, and this mod doesn't cover all of them.

Fixed a visual bug that caused level 4+ herdstones to sink in "minor" settlements. This was made possible by Lycia Pintella Here you can find other Lycia mods Mods Lycia


⚡ Support & Discover More Mods ⚡


Finally I created a paypal account in case anyone wants to thank me for my work in this way
Donate Paypal Incata[www.paypal.com]


Subscribing and adding to favorites is fine, but if you want other people to see the mods you enjoy, try them out and, if you like them, press 👍. I see mods with 3,000 downloads and only 80 reviews, and that makes me ☹️. People who are dedicated to making mods will really appreciate it. Thank you

Remember to take a look at the mods in my game collection, I use them all, but even if I only use a few the game will improve a lot, and it's completely modular.

-Collection of gameplay mods
-Visual collection and utilities
-All my mods total war tww3
-All my mods total war tww2
34 条留言
Incata  [作者] 9 月 9 日 上午 11:44 
@Thancred Lux The same thing happens to me, in my mods there are only original units and I don’t use mods that add units either, we’re the weird ones.
Thancred Lux 9 月 9 日 上午 9:43 
nice thanks, hate custom, are usually unbalanced and lack proper 2d portholes and stuff
Incata  [作者] 9 月 9 日 上午 9:20 
@Thancred Lux vanilla
Thancred Lux 9 月 9 日 上午 9:04 
the units you added in this mod are from in game aka vanilla or custom?
mikeybaka 8 月 30 日 上午 6:24 
Alright, tyvm!
Incata  [作者] 8 月 29 日 下午 12:28 
@InfoManiac I use it and it doesn't give me any problems.
Lycia Pintella  [作者] 8 月 29 日 上午 5:24 
That sounds like a reasonable guess. What happens if you load this mod without other mods that impact settlements?

A good rule of troubleshooting mod compatibility is also to disable half your mods, test, and if the issue persists, disable half of the remaining mods and test again, etc.
InfoManiac 8 月 29 日 上午 4:43 
do yo think Grandolph's simple dynamic settlements is interfering?
Incata  [作者] 8 月 29 日 上午 3:18 
@mikeybaka Yes, I realized this and I have it corrected. I will post the correction as soon as I can.
@InfoManiac I don't know if you have the mod updated. I recently uploaded some updates. Try deleting it and downloading it again. It could also be that it's causing incompatibility with T4 minor settlement mods, but that's definitely a mistake on your part.