Total War: WARHAMMER III

Total War: WARHAMMER III

Nedostatek hodnocení
Dukes of Bretonia HGS Submod
   
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overhaul
Značky: mod
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706.567 KB
19. lis. v 16.45
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Dukes of Bretonia HGS Submod

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The dukes of Bretonia ride forth into Hecleas Grand Strategy

Pretty light submod. Comment for any issues

Dukes of Bretonia
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=2982719387

Hecleas Grand Strategy
https://psteamcommunity.yuanyoumao.com/workshop/filedetails/?id=3575054982
Počet komentářů: 6
Iceobeasty  [autor] 21. lis. v 11.51 
its any growth, replenishment, magic, attack, defense, or resistance effects. So it would make a difference and would become more impactfull as the campaign goes on. The gap would grow pretty exponentially. So without a sub, consider added facftion and lords steps ahead
Lidiaz 21. lis. v 11.29 
Heacleas mostly changed stuff like growth and replenishment, not units stats, at least I think. So it's not the most unbalanced thing ever no ?
Iceobeasty  [autor] 20. lis. v 15.43 
In short, without a sub, mods with lords or heroes will be unbalanced and powerful
Iceobeasty  [autor] 20. lis. v 15.41 
Its not as bad as SFO where a mod needs many changes to even work with it. The subs adjust the effect tables and nerf them in line with HGS. Mods with lords, heroes, items, tech and etc. If you dont have a submod, those factions, lords, or whatever else it adds will have effects twice the strength and will imbalance your campaign and battles
tafmupfumi 20. lis. v 15.11 
co ask the question below.
Lidiaz 20. lis. v 13.59 
How consequential are the submods you make ? Is it like SFO submods, where the mod woundn't really be playable without, or is it more light tweaks to make things more in line with HGS ? I have been playing HGS with other mods and haven't noticed any weirdness