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Rapporter et oversættelsesproblem






I updated the whole mod and the tables above. Should work now. Please report any buggs you encounter.
Cheers
I updated all my other modders yesterday. I will update this mod today and check all the values I changed, since this mod highly interacts with CAs changes in update 6.1
Until later, cheers
There is a special build of rpfm in the modding discord under the rpfm_and_runcher channel that automates making the chars to lowercase.
Cheers
e.g. Kislev income building balance always felt off to me. maybe with these buffs the kislev AI might survive longer, copium
also yeah orcs get insane money. which will already get overshadowed by the endgame post-battle cash at some point, like, if you make 8k off a battle in early to midgame and like 30k to 60k off a battle in endgame, then their money buildings don't need to be 500 income per pop
Thx and cheers
-adds populations to the game
-battle overhauls
-returning public order to WH2 state
-found a corruption one ill implement next game
-one to return the AI to WH2 state of mind and with its buffs and bonuses
-community bug fix mod
-multiplayer focused mod so units are balanced
-one that adds bodyguards to lords and heroes
-one called Nerfoggaden that's gotten rid off all the red lines buffs so units stay closer to multiplayer balance throughout the game. And so you don't collect as many traits, items, ancilleracies, and such things.
My go-to-titles right now: manor lords (coming today), Anno, Victoria 3, Knights of Honor 2, Hell Diver 2, Dark Tide, Vermintide 2, Cataclysmo (only beta available right now), Frostpunk, Northgard, ...
I accepted this when I started playing tw:wh2 (never played the first part for exactly this reason) and had a good time with part 2 and even with part 3. I started modding some small details when I came across, like this mod.
But this money printing isn't the only problem, it's the fact that you don't need to build anti-corruption or public order buildings anymore thats also part of the bigger picture and problem. Every settlement can be cookie cutter. And frankly this would be a whole heck of a lot of work, especially since you don't even play anymore :
I haven't tried the mod, it does sound good on paper but I think the economy for all factions as a whole is broken and doesn't have any drawbacks, money prints money prints money ad infitum.
Its late game for sure, I think its just a ridiculous amount. There's nothing regarding strategy involved anymore with that exorbitant amount of money and makes choices regarding buildings, recruitment, global recruitment( don't like that mechanic personally), agent actions, etc a mindless decision making endeavor.
What do you have in mind? Turn 80 to 100 is pretty late game - 20k to 50k income sounds valid for most factions to me. What would you change?
Or would you consider making a separate mod. With buffs and nerfs that you consider fair.
AI will not spam the building, AI is cheating money anyway...
What's ur opinion on that?
i think its more about balance.
as your example greenskin both lore and gameplay multiply like crazy if left alone, as they are a sort of fungel this is an obvious result. (they are also fairly easy to lose and need replanishment of troops making them more costly than say chaos who can fight the entire game barely losing models.
lore wise;
their fighting is not for resources but bc its in the nature of the mushroom they are to overswarm everything; and individually because its a test of strength and importance.
as for fighting, if anything the greenskins could need a more swarmlike approach ^^
but that requires a lot more :)
For the coast: Check out my mod for balanced port income - link above.
Please report bugs or wrong stats. Cheers :)