全面战争:战锤2

全面战争:战锤2

Knights of the Grail – In Her Name
26 条留言
Nikitian  [作者] 2021 年 3 月 19 日 上午 10:57 
Updated for the new patch. I'm still tweaking those economy values, currently they've been toned down a bit closer to vanilla feel. I've also introduced a slight tax +% bonus to the bailiff skill (it's nice, deep at the end of the blue line, and fits thematically to the job description of a Lord's bailiff to collect the taxes).
Nikitian  [作者] 2021 年 3 月 19 日 上午 10:50 
@piercebuster Thanks for the input! Yeah, that's what I thought too. Keep mods nice and compartmentalized, true to function/goal.
piercebuster 2021 年 3 月 14 日 上午 10:16 
To answer your question, I think I would have the units be a separate mod.
Nikitian  [作者] 2021 年 3 月 13 日 下午 6:09 
Minor economy update: Skills and traits that give bonus to industry income are buffed 2x to put industry income more on par with farming, and since all of the income bonuses are additive (tech tree improves industry a lot more than farms, putting them almost on equal footing all by itself, but that is still additive with character bonuses).
Experimentally, Magnanimous trait bonus is now also province-wide in line with other buffs. Theoretically, you should finally be able to boom ("cheese") economy with some effort and investment.
Nikitian  [作者] 2021 年 3 月 13 日 下午 2:45 
I've been working on a couple thematic units for Bretonnian roster, and supporting them in some areas already covered by this mod (e.g. tech tree - potentially including a new technology for their benefit). As such I have a question for users of this mod: Should I make a separate mod for those (and keep KotG - IHN free of extra units), or, after serious consideration, add them to this mod?

There are also several good Bretonnia unit pack mods on the workshop, some of them quite outdated (or for WH1 and never updated to the second game), and I've been looking at updating and possibly tweaking, reworking & compiling some of them together, like I did for this mod. Would you rather it was a separate mod or part of this one for the purpose of campaign effects integration?
Nikitian  [作者] 2021 年 3 月 13 日 下午 2:08 
Update: Massed Yeomen changes are now part of the mod (campaign recruitment price changed to MP value, for consistency with other point-value-using mods). Wardens of Montfort are also tentatively renamed to Wardens of the Arden Forest, description changed accordingly (Montfort is probably the worst dukedom in lore to deploy cavalry due to heavily mountainous terrain; WFRP2 Bretonnia guide has a mention of Duke Chillfroy of Artois employing Mounted Yeomen en masse in his battles against forest-dwelling Beastmen, so I went with that for lore reference).
Nikitian  [作者] 2020 年 12 月 5 日 下午 5:46 
Updated for the new patch.
Rellek 2020 年 11 月 22 日 下午 3:25 
Oh cool, they have powerful generals in campaign and are punished less on legendary difficulty but punished more on lower difficulties. Their knights are still a joke though. Clown assembly forgot how to code cavalry apparently.
Tigerus 2020 年 11 月 21 日 上午 5:07 
Bretonnia is one of the strongest factions in the game by vanilla. No supply lines, 200 armor on every unit, top units don't suffer from vigor. Only downsides of Bretonnia are vows and replenishements.
Rellek 2020 年 11 月 3 日 下午 1:19 
I mean Bretonnia is one of the weakest factions in the game by vanilla. Just in their unit roster they're super underpowered. Campaign buffs kinda circumvent this by giving entire armies physical resist and stuff like that, but overall I think Bretonnia is in a really bad place currently.
Nikitian  [作者] 2020 年 11 月 3 日 下午 1:14 
Still, I try to keep things fairly balanced vs vanilla game, both because this is a Vanilla plus plus mod, and because I believe that Fun (the irrational enjoyment, the feeling of coolness) requires very precise dosage of buffs - never too little, never too much. And I welcome anyone's feedback and criticism to tune it even better.

P.S. "Bretonnians - (Slightly) Easier difficutly; 8% Closer to Skaven" ;-)
Nikitian  [作者] 2020 年 11 月 3 日 下午 1:13 
@piercebuster Yes and no. There aren't any new drawbacks (except where it's loreful and logical; the original mod version increased the rarity of magical items it buffed, for example, and if I ever introduce a new unchivalrous technology, it'd have a chivalry cost like the already existing one), but a lot of changes (most small, few big) were intended to "fix" the existing (subjectively perceived) imbalance and bad design decisions, buff the undertuned vanilla stats. And, for the record, I believe I toned down some of the buffed values in the original mod version.

However, part of the problem were "boring" and "bland" options, and that's where the straight buffs came, which followed by small amounts of OC for Bretonnia introduced by this mod (e.g. new research). I still stand by that they make the Bretonnia gameplay more Fun (which is my main goal), but, admittedly, they make the game slightly easier... which, on top of "rightful" balancing, results in outright "Easier" as you said.
piercebuster 2020 年 11 月 3 日 上午 9:52 
Does this mod introduce any weaknesses or drawbacks to Bretonnia compared to unmodded Vanilla?

Now that I've looked this over a bit more (but still haven't dived into a full game), it seems that this mod is basically "Bretonnians - Easier difficulty."

That observation sounds like a harsher assessment than I intend. Most mods make the game easier - for example anything that adds new content, because if it's stronger and you use it, you're stronger, while if it's weaker, you don't have to use it. Meanwhile if you're buffing most of the factions with mods, then the other factions need buffs as well in order to "power creep" back to comparative strength. Bretonnians seem to have a little less love than most of the other races in the Workshop, and I wager this could be a good missing piece for some modlists, or as well just for someone that wants to have a more powerful go as Bretonnia.
Nikitian  [作者] 2020 年 10 月 17 日 上午 6:56 
@Rellek Nothing bad (to my knowledge), just taking a break from Warhammer 2 as we all sometimes do.

I have reuploaded Chivalric Replenishment for those who wanted it back.
Rellek 2020 年 10 月 13 日 下午 9:35 
It'd be nice if it existed. Did something happen to him?
Nikitian  [作者] 2020 年 10 月 13 日 下午 1:15 
Yeah, they are. :( I still hope it's temporary, and they'll be eventually updated and available again, but for the time being they're down.

I have his permission to reupload it (I chanced to have a backup copy of his Chivalric Replenishment in particular), if you'd like me to.
Rellek 2020 年 10 月 13 日 上午 11:53 
The link to chivalric replenishment is broken. I believe Sadge took down all his mods?
Nikitian  [作者] 2020 年 9 月 30 日 上午 3:27 
In game terms, it probably means that Bretonnian knights are to be a bit slower than High Elven knights, but still noticeably faster than Empire knights; Elven light cavalry would, however, outclass the human light cavalry, which in turn would be roughly on par between all human factions. (Note how Mounted Yeomen are described riding "inferior" horses - actually the same as Empire or Southern Realms skirmishers might.)

All of that said, I seem to recall that very rarely, Wood Elves allow the fresh influx of Elven steed blood in Bretonnian warhorse stock through breeding opportunity. Perhaps this would work best as a random event tied to being in alliance with a Wood Elf (or *the* Wood Elf, i.e. Talsyn specifically) faction; not sure if best in a separate mod or included in this one (or both).
Nikitian  [作者] 2020 年 9 月 30 日 上午 3:27 
@westlane Glad you liked this change!

On horse speeds: here's an interesting thing. There are three main subspecies of horses (and specifically warhorses): the Elven steed, which is the swiftest of all; the common Old World horse, which is one used by all human factions, in many different variants and breeds, basically RL horse; and the Bretonnian warhorse, which is an ancient mixed breed renowned by its size, health and carrying power.

In tabletop terms, the generic horse had Movement allowance of 8 (Infantry generally had Move 4); however, barding universally slowed horses by -1, so knight units of e.g. Empire only had Move 7. Elven steed (High Elf, Wood Elf and even the Dark Elf sub-breed) had Move 9 but was also subject to barding penalty (well, at least until the 8th ed, when HE got 'special barding'). Bretonnian warhorse had Move 8 like the generic horse, but was set apart by being exempt from the barding penalty, giving Elven-like knight unit speed of 8.
(cont.)
westlane 2020 年 9 月 29 日 下午 8:19 
Tenth-Share being province-wide at rank 3 makes it so much more reasonable to invest points into such that it's economically and strategically viable to level a sort of defensive garrison/governor lord - which feels in line with the Bretonnian focus on defending their land.

Additionally, I'm curious to hear your opinion on the speed difference of for example Tyrion on Malhandir (95) and the Bretonnian warhorse standard of 75. Malhandir is of course a legendary Ellyrian steed - but I believe the Dragon Princes, Silver Helms and Ellyrian Reavers all have speeds above 75. I'll admit to being somewhat oblivious to the difference between the two races when it comes to horse breeding so take this more as food for thought than suggested feature. Thanks for taking the time to reply!
Nikitian  [作者] 2020 年 9 月 29 日 上午 9:34 
I must also reinforce that Gejnor is the original creator of the mod, and this is a modernized and customized continuation (fork) of his work. I am working hard on it, this is still a mod in progress, and though a substantial part of it can be attributed to me now, I'd rather not take all of the credit, nor imply authorship over the original mod changes. :-)
Nikitian  [作者] 2020 年 9 月 29 日 上午 9:09 
@piercebuster It strives to preserve the vanilla Bretonnia feel while actually shoring up some of the gameplay weaknesses (i.e. replenishment) and introducing a bit more coolness to the (subjectively) more bland parts of the roster, skills, etc. The intention is to avoid significant overhauling, "stupid OPness", or unloreful content, but to keep things "as intended, but tweaked for better", loreful and exciting to play.
The tweaks are often minor but basically making existing features feel more consequential, or spicing up the deal.
piercebuster 2020 年 9 月 29 日 上午 7:41 
I can tell a lot of work went into this. But as someone that hasn't played as Bretonnia yet, I'm still not entirely sure what I'm looking at! Why do you recommend this mod?
Nikitian  [作者] 2020 年 9 月 28 日 上午 7:44 
Update: Tier 1 unit bonuses are here (+3 BvI for Men-at-Arms; +3 BvL for Spearmen-at-Arms - same as polearms; +2 Ammo for basic Bowmen - same as High Elf Archers); experimental Mounted Yeomen changes are available for testing separately, and should end up being included if everything goes well.
Upper-level economic +income skills are province-wide now too, should help building up actual 'governor' Lords.
Nikitian  [作者] 2020 年 9 月 28 日 上午 6:46 
@westland Glad to hear that! I'm still tweaking it, so feel free to suggest ideas.
westlane 2020 年 9 月 26 日 上午 4:07 
it's everything i wanted for my frequent Louen campaigns!