Total War: WARHAMMER II

Total War: WARHAMMER II

[Outdated] ^Beastmen Playable Campaign (EN)
21 kommentarer
✨🏮Red Moon's Glow🏮✨  [skaper] 12. mai 2021 kl. 16.35 
All this alteration was done in order to diversify the gameplay, it's manifested in two directions: on one side this makes growth buffs not so vital, on other gives more options for horde development - if before it was always necessary first of all to raise the main building to get adequate growth, now the growth is acceptable from the beginning and you have more opportunity to faster start building other stuff, since for construction new buildings cost in surplus points wasn't changed. Besides the main building, this price was increased only for some building upgrades, but here it's just a matter of logic - it's strange to pay 3 surplus points for hiring bestigors and only 1 for hiring cygor or shielded minotaurs and getting a hero, so here I just made cost more corresponding to the level of hiring unit.
But this is not a nerf, cuz you will also get surplus points much faster, situation with "add 2 and 2" is still relevant.
✨🏮Red Moon's Glow🏮✨  [skaper] 12. mai 2021 kl. 16.26 
But I won't reduce required to buildings population surplus points as Devixian also asked, since there applied a special system. If in vanilla, for example, to build the 3rd level of a horde requires 2 surplus points, and with this mod 4, this doesn't mean that it will be more difficult to build. Conversely, because don't forget that in vanilla growth per turn is 1 on the first level of horde and 2 on the second, but here it's 4 and 6. So use simple math.
Moreover, I note that this isn't beastmen so backward, initial growth of 1 point is same for chaos too, so if I increase it so much for one race, I also need to increase the cost, beastmen shouldn't be head above chaos.
✨🏮Red Moon's Glow🏮✨  [skaper] 12. mai 2021 kl. 16.24 
@lokiju
I've already cut technology prices in half and returned most buildings to vanilla cost, or even made it lower. All for dear casuals ))
Atari 2600 12. mai 2021 kl. 11.43 
I think one issue is that they start so weak, so maybe give the early techs lower cost, and raise them a bit along the chain lines as more income becomes available?
Atari 2600 12. mai 2021 kl. 11.41 
I admit to only being on turn 50 with this on Hard difficulty, and money isn't too hard to come by honestly, but I feel like the buffs you gave simply put Beastmen in a position closer to other factions than they were, and by adding extra costs, that brings them back down again. In other words, the buffs you gave were not OP at all as the beasties were hurting really badly.

Thanks again for listening. Even just reducing it by 25% would help. I'll keep an eye out for mod glitches. It's a bit tough because I have 10+ Beastmen mods installed, so have to figure out which is causing the issue when they arise.
✨🏮Red Moon's Glow🏮✨  [skaper] 12. mai 2021 kl. 6.16 
@lokiju
But okay then, if you too support this proposal, I will reduce technology cost.
I could even remove the price if everyone wants it. Just I thought that this way it would be more interesting on the contrary.

However for now I'm more worried about mechanical issues, I recently fixed a few, so let me know if you find anything not working.
✨🏮Red Moon's Glow🏮✨  [skaper] 12. mai 2021 kl. 6.08 
I don't know how much you played with this mod, but already in middle or in late stage of game you can dominate. Just think - with acquired upkeep skill of lords you can get 85-95% discount for all units, each horde can generate 1690 income, you can make your losers ungor raiders normal archers with 155 range, make cygor the longest-range artillery in game with helstorm battery in range of 480, give to bestigors 56 weapon damage and 900+ damage to giants, raise leadership even of basic infantry up to 100, not to mention a lot of serious campaign buffs for all occasions. Do you think this is not enough, or it's not worth a couple thousand coins?
✨🏮Red Moon's Glow🏮✨  [skaper] 12. mai 2021 kl. 6.07 
Beastmen already had some very significant buffs like +15 melee attack for ungors and gors, or +10 attack and defense for characters. I added bonuses of the same level for all beastman units, and for campaign aspects. Now no other technology tree can compare with this, despite that beastmen at all aren't famous as great scientists. That's why I decided to at least somehow balance the changes by adding or increasing prices, same applies to buildings. But it seems to me that this isn't a very big problem, because the required amount can be collected even by plundering one settlement, apart from that you can now have passive income. I wanted to make gameplay not simple, but interesting, therefore, if income rises, the expense must also correspond.
✨🏮Red Moon's Glow🏮✨  [skaper] 12. mai 2021 kl. 6.07 
@Devixian|YouTube
My original idea of this mod was that beastmen could be raised to a high level only due to the campaign buffs. I did quite a few mods for myself, and already tried to rework the roster of different races, but eventually I came to conclusion that it always turns out to be too imbalanced. What determines imbalance for me - you can put this mod only when you play for modified race, but you wouldn't fight against such a roster yourself.

In addition, units of beastmen aren't so hopeless, I play on a very high campaign and it seems to me that it's possible to survive with this until receiving buffs. The challenge and difficulty at start should persist, if player wants a simpler gameplay, he can just lower the difficulty.
Atari 2600 12. mai 2021 kl. 6.04 
This mod is pretty awesome, thanks for putting it together. While I don't fully agree with Divixian, I do feel the techs cost a little too much. Maybe reduce it a little?
Devixian-Firehawk 11. mai 2021 kl. 14.58 
also please don't resort to attacking me personally if you disagree, that's gonna get us nowhere.
Devixian-Firehawk 11. mai 2021 kl. 14.58 
But yeah, I guess I did write that like a retarted cunt, so ye, I do have some faults there.

As for reasons, the beastmen have...a pretty outdated roster, and while yes, the changes you made seem good on paper, through use they hinder more than anything. The beastmen roster is kinda hard to win with, trust me I know, about to finish a legendary campaign and it was hell, and the fact you have to pay for all techs, and growth and building prices were increased, ends up making playing them more of a bitch than usual, and I like playing vanilla beastmen for christ sakes...there may be something wrong with me. As for tech again, constant payments in tech with slow research, kinda puts them in the same boat as Chaos Warriors.

If I had to make any suggestions, lower the prices, make the techs free except for the starters, and maybe try and update the units themselves.
Devixian-Firehawk 11. mai 2021 kl. 14.30 
Im sorry I hurt your feelings, you really don't like opinions huh...
✨🏮Red Moon's Glow🏮✨  [skaper] 11. mai 2021 kl. 1.57 
@Devixian|YouTube
Well, if you cannot name a single specific reason that would somehow explain your words, then it sounds just like an illogical hate of a self-confident player in children's games.
I won't try to guess what you didn't like, Minecrafter's brain isn't predictable. You should formulate your opinion before sharing it, otherwise it will not bring any use.
Devixian-Firehawk 10. mai 2021 kl. 15.14 
Yes, already did, and I stand by my opinion.
✨🏮Red Moon's Glow🏮✨  [skaper] 10. mai 2021 kl. 2.15 
@Devixian|YouTube
Lol, what? What exactly do you think I nerfed? If you are talking about a building that gives a discount on upkeep, and that before it was 50%, but now 30%, then pay attention that remaining 20% ​​flowed to the main building, so therefore it's on the contrary easier to get a discount now. Be able to add 2 and 2, even if you close your eyes to other variables, which also appreciably strengthen the faction.
Not a single aspect was nerfed, at most some too influential bonuses that previously always needed to be received in the first place and player constantly had to follow up the same one only possible scheme, now they are split into several buildings or technologies and all of them were endowed with new powerful effects so you really have a choice of what to develop first.
First, try to play with this mod and without it, and then tell me who and what nerfed here.
✨🏮Red Moon's Glow🏮✨  [skaper] 10. mai 2021 kl. 1.40 
@Mephiston Carn
Oh yeah, I forgot to mention that. Yes, I also modified these effects to be more significant.
I'll try to add new screenshot if I can fit it into steam's limit of total file size.
Devixian-Firehawk 8. mai 2021 kl. 13.09 
I have never thought I'd see the day, where someone actually manages to nerf the beastmen more...
Mephiston Carn 7. mai 2021 kl. 23.24 
does this mod change any of the full moon affects at all?
✨🏮Red Moon's Glow🏮✨  [skaper] 3. mai 2021 kl. 0.49 
@Ganon Cannon
Well, should be if there were no conflicting mods. Although I would still recommend trying it in a new campaign to evaluate gameplay with new features from scratch and find out how it feels to you, this feedback would help me
Ganon Cannon 2. mai 2021 kl. 20.12 
Save game compatible?