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I'm going to look into changing their cai in a future update to strongly prioritize jungles and swamps. I think I can also use the same method to fix the vampires bloodlines in my vampire counts mod.
They main purpose of the debuff is so the AI doesn't expand past their jungle, but I can also look into other ways to do that, too.
I love MOST of these sub-faction bonuses, but the 'Feral' debuff of moving slowly in non-native territory is proving...agitating...when using the 'The Broken - Crystalback' collection, and I wanna play the Crystalbacks...but whenever I head off towards the Dark Lands or Mountains of Mourn, I lose, like, 75% or more of my Movement Bar.
@Redkliff That would be Aranessa. I agree that she should living pirates and not undead, but they only have two living units and no living lords or heroes (besides Aranessa herself). So to do it properly, I'd have to add a lot of new units and at least one generic hero and lord, which would be difficult (although I am learning to make new units for my WIP Cathay mod, so maybe).
But also, there are a few mods already that overhaul Sartosa to be a living pirate faction. For example Nanu's Pirates of Sartosa Overhaul https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2866673136
So I honestly think the house names and prominence, especially outside of Zharr Naggrund, are mostly just fan-canon by the mod authors, and the houses should just be treated as generic Chaos Dwarfs like you might find in Zharr Naggrund
I know that Slaves of the Black Dwarf, Snakebeard's Artificers, and Black Kraken Armada are all references to existing Chaos Dwarf characters, but I'm not sure what any of the house names are references to in-setting
There's obvious real world inspirations like House Baal but I don't remember any Chaos Dwarf with the last name Baal. I could be missing something though, you could ask at the modding den
Also I take back what I said about Zharr-Naggrund not having labourers, they wouldn't have hobgoblins but they would have goblin and orc slaves.
The houses certainly don't exist in the original 4E Chaos Dwarf armybook
From snippets of lore I remember, I believe they're each ruled by a Sorcerer-Prophet, who each have a harem of Chaos Dwarf women and a body-guard of Harridans. And if a Chaos Dwarf brings shame to their house, they leave the house to become a member of the Infernal Guard
IIRC that's about it
Thanks for explaining that.
Each Legendary Lord has a trait that buffs the faction they lead. Now with this mod, generic lords have the same thing, so minor factions get similar faction-wide buffs, too. My main goal was to make each minor faction a little more unique.
Are these like actual traits your Lizardmen lords can get or is it purely based off of new sub faction types from this mod?
Because at first I thought that these might be some interesting ideas for picking different lord types or something like that.
This could be Warhost of Zharr, as well as Laborfleet of Uzkalak, Snakebeard's Artificers, and Black Kraken Armada in Old World. No flying monsters because most of these factions exist outside the Dark Lands. I call them "industrialists" because "slavers" is bad PR, they're just out there recruiting labourers after all. But all that extra labour lets them build more war-machines
Zharr Naggrund (no labourers, no hobgoblins, extra capacity for warriors, blunderbusses, and war-machines)
This could be Servants of the Conclave and all the House factions in Old World
Since its Zharr Naggrund proper, they use Chaos Dwarfs and only Chaos Dwarfs
Sorcerer-Prophets (no infernal guard, no iron-daemons, extra unit capacity for k'daii and bull centaurs)
This could be Disciples of Hashut, as well as Fists of Hashut, Horns of Hashut and Slaves of the Black Dwarf (lore-wise the Black Dwarf is a sorcerer-prophet) in Old World
They wouldn't get Infernal Guard units or Iron Daemons because of Astragoth and Drazhoath's rivalry, but since k'daii and bull centaurs are creations of the priesthood they'd get more of those
Infernal Guard Cult (no k'daii, no bull centaurs, extra unit capacity for all infernal guard units and iron daemons)
This could be Legion of Azgorh, and the Overlords of Zharrduk (its capital the Tower of Gorgoth is another Infernal Guard stronghold)
As an inverse from the Sorcerer-Lords, they wouldn't get priesthood units but would get more infernal guards and iron daemons as per their lore