全面战争:战锤3

全面战争:战锤3

Relics of Azatlatlan Custom faction
98 条留言
Modern Spartan 12 小时以前 
We need a way to get more armies besides that rite. You can only have like 4 max armies by turn 100 no matter how amazingly you play, while every other faction is recruiting that many per TURN by then :/
atlan2007 11 月 16 日 下午 1:25 
What was updated? Still no chameleons to recruit and no teleportation to the quest battles. I cannot find what was changed.
SerZaltor 11 月 15 日 下午 3:40 
This is great (though very hard). And seeing Aislinn faction mechanics, I got a feeling they could be used here for this mod if you have the time for it.
UnderCena619 11 月 12 日 上午 10:13 
Is there a possibility to recruit blessed spawnings or regiments of renown. It just says no recruting in foreign territory. Even if i'm in an allied territory
KoboldUtopian 11 月 12 日 上午 1:07 
I actually really like the tough start. You have those two initial fights that beat up your army pretty badly and then you need to limp to the mainland and seek out a vulnerable target to get established. You can't just plow ahead and take out every army you see.
DASSBEAR 11 月 10 日 下午 8:56 
if you ever make Regiments of Renoun units my color mention might be a good option - sorry just thought of that after commenting
DASSBEAR 11 月 10 日 下午 8:54 
Love the amount of hard work you put into this mod. never once did I think of a faction like this, and I mained Lizardmen in TWW2. I am covering your mod in a Mod Spotlight on YouTube Friday - here ( https://youtu.be/_6-cHO876sM?si=YIaFxiowe_uE0MFk ) . I think the only thing I would like to see is on the coloring moving away from the lizardmen gold either to a flat silver or Teal ish color similar to my thumbnail to reinforce the undead look. Thank you for creating this breathtaking mod!
DeuxMor 11 月 10 日 上午 1:29 
Can this game be played in campaign mode?. Only mods actives Mixer, Audio MIxer and Relics of Azatlatlan and only can use this faction in custom battles.
Dim 11 月 9 日 上午 9:37 
Need some idea to fix a bug, there is no button to recruit, tried with only the mod and his dependancies and nothing works... do you need some dlc maybe ? I have no clue
Catoniche 11 月 9 日 上午 3:44 
I play on very hard, you just gotta take advantage of your heroes and lords strength make sure your units are fighting the correct units and your gators constantly moving especially routing their missile infantry moving back and forth is enough to distract them to stop firing while the rest of your army takes care of melee trees are your friends too. The hero is pretty good at fighting enemy hero. Its not too difficult if your not used to forcing the ai to do things its not normally meant to do then yeah you'll have it rough. I really like this lizard faction little to no upkeep I've gotten so used to expensive lizard armies. Having skinks that can't route is very nice to have though, its why I preferred saurus units with there high leadership almost never routing. The very slow start reminds me of necrons from DoW. I like to think whenever a building gets finished its finished activating reanimation protocols to summon more units.
Jonasfull 11 月 9 日 上午 2:22 
the good: Units/Voice Acting
the bad: No horde growth building means slower access to units/No horde eco building means relying only on 500 gold sacking while you start with -300 upkeep on turn 1/0 uncapped t0 units means youre stuck with Starter army for at least 10 turns against Ai 20/20 armies/1st battle against lvl17 Elf with 2 dragons,Khorne Bloodthirster, Slaughterbrute means even if you win your army will be too hurt to fight without replenishment/Start in the ocean forces you to give nearby enemy at least 2 more turns to raise 2nd army while you regen/No blessed units/No RoR/ The building giving 1st skeleton cap are t2 and since you cant capture settlements it takes even longer until your first recruited unit/No economy buildings except for the % of a city you built undercity in, which gives 40 gold per turn for the first 30 turns or so while youre in the red/ Unless youre fighting and winning every turn with a weakened army youll lose before you see all the cool units.
gotofy 11 月 8 日 上午 11:20 
The units in this mod look really cool and, even though it's a tough start it's not impossible, my main problem is just how slow growth is. You have unit caps like the tomb kings, but basic meat shield units also have caps. You run into a problem early on where you have a maximum of 3 TOTAL skink units to recruit until you get your population upgrade. So you need to wait or else you're just going to get absolutely rolled. Basic skinks should just be free terrible units to recruit. The ranged ones can have a cap or whatever, but really? Basic skinks have a tight barrier? They're not nearly good enough for that. It'd make the early game a lot more entertaining and less of a waiting game for your horde to gain enough pop. Also, lower the cost for a t-2 horde building to 1-2 total pops so it's not just a total waiting game.
Dan.png 11 月 7 日 下午 6:38 
Extremely cool mod but I'm sorry the start is extremely unfun. It took me many attempts to get the start right and by then I just wanted to go to bed.
2Scribble 11 月 7 日 下午 12:01 
@Aster - you're at war with Caledor because they invaded Azatlatlan to steal their treasure - this mod is based on a short story called Storm of Magic: Dragon Mage and that's what happens in the book. They break into the Lizardmen vaults - summon a bunch of daemons by accident - and wake up the undead Lizardmen defense system before being forced to flee
atlan2007 11 月 7 日 上午 10:54 
@ Aster You don't have mod conflict. When you recruit new units you will see that they cost double. IOW a Saurus warrior counts gains the caps for Warriors & Warriors with spears. same for the skinks.
Ulysses the Wanderer 11 月 7 日 上午 7:22 
@Incredium I did but you have no overlap with Lustria Rises at the moment.
Aster 11 月 7 日 上午 2:35 
I also wonder: Why am I at war with Caledor? It doens't seem to fit the "run around purging Chaos and corruption" theme. Is it because they have iron and I would benefit from it, or is Ulthuan a cool place to put my lizard allies, or is it just very central so I can go wherever from there? Is there a reason I'm enemies with Caledor specifically, or nah? Honestly just curious!
Aster 11 月 7 日 上午 2:25 
Big fan of the mod! You clearly put a massive amount of time and work into it. I really love how free and apart from everybody else I feel playing this faction. Being able to travel the world and plop allies in any place I conquer to defend my sub-buildings, awesome.

I have a request, I have conflicts with mods but don't know which. My unit caps are above the units I actually have, so I can't recruit at the start. I simply do not have these 3 skinks and 3 saurus it says I do.

Can you, author, share a collection with the modlist you use to play this? Or do you do bare Vanilla?

As a small note, the buildings in the horde screen aren't very exciting. Useful, but since our recruitment buildings are in the sub-settlements (which I love), they don't get me fired up to build them.
Perhaps you could consider some extra effects, like giving a battlefield ability or spell or something, instead of putting them in the tech tree, so building them is more desirable.
Incredium 11 月 6 日 下午 9:52 
Anyone tested how this does alongside with Lustria Rises?
glospey 11 月 6 日 下午 6:48 
Seems to work perfectly with 2 players.
Desync every time a battle is attempted with 3 players :(
Aster 11 月 6 日 上午 10:17 
Ooh, nice! Horde buildings, and hidden settlements and all sorts of mechanics. Very excited!
ArtyAeterna 11 月 6 日 上午 9:53 
Will this be made compatible with radious?
Emperor Tyrael 11 月 6 日 上午 7:12 
The start of the campaign is pretty hard but once you get past that this mod is hella fun! Keep up the good work! :praisesun:
KoboldUtopian 11 月 6 日 上午 2:51 
Is there any way to recruit blessed spawnings? It says no recruiting in foreign territory and you can't own territory, so...
Ҳøмbίί 11 月 5 日 下午 2:36 
The early game is very slow :winter2019tiredyul:
Quanariin 11 月 5 日 下午 2:27 
those starting enemy armies are ROUGH man
glospey 11 月 5 日 下午 1:59 
I'd argue that, since the lords are recruited via ritual, all of the Slaan should be immortal.
atlan2007 11 月 5 日 下午 1:27 
Faction leader needs to be immortal.
Ulysses the Wanderer 11 月 5 日 上午 10:21 
@Tribun it should be in the Lizardmen since this is a subfaction
Tribun 11 月 5 日 上午 10:10 
i cant find the race ingame ? Mixu all activated
Gentleman Mix 11 月 5 日 上午 8:25 
I like the idea but the faction is rough to play. No income so hiring mercenaries or actually building up is impossible or difficult. Challenging starting battles vs running away while every faction builds up armies. Even when you do land and take a settlement, you only increase the cap on the weakest units and gain no income so many turns are spend doing nothing because you just aren't going to be strong enough to take on legendary lords with full stacks plus their advanced starting units.

Again, I like the idea but it needs some work to make it more fun and have a feeling of satisfying progression.
Ulysses the Wanderer 11 月 5 日 上午 2:50 
@Modern Spartan While I'd agree that maybe having a single bastiladon with a reviv crystal may actually help this army from the start, getting the post battle loot upgrades on your lord and from your rituals is a major boon, and certainly necessary in the early game in my opinion, auto resolve certainly doesn't favour this faction because frankly auto resolve doesn't play like a player, the zero winds cost 40% damage resistance is a god send when fighting a blob and the accessability of Lord Kroak is a blessing and narratively fitting, though I'd have loved if they did their own thing but reusing Nakai's battle is fine to me.
ryguytx 11 月 4 日 下午 9:13 
Fun fact, the Chaos Dwarves HARD counter this faction, to the point where a full mid tier 20 stack looses to laborers led by a wizard..... so maybe a little less fire weakness?
xelakerley 11 月 4 日 下午 8:08 
so is the start of this mod supposed to be unfun ♥♥♥♥♥♥♥? if so, bravo
Modern Spartan 11 月 4 日 下午 5:51 
Honestly a better starting army might be fine
atlan2007 11 月 4 日 下午 5:02 
@2Scribble even when you do that, I went over and landed by Skeggi after built a full stack, you have 2 big problems

1 Your army might as well be made of glass

You have to use a lot of skinks because of the caps and a skink heavy army is only effective with Tennehuin or Oxyotly which both give bonuses.

2 Your lord only has 2 spells. He cannot give major magical support or fight well.

So anyway by the time I got to Skeggi they had a 17 unit garrison. Which would be no problem with any other Lizard faction. This one was a big problem.

Without Tenn or Oxy skink heavy armies suck
Modern Spartan 11 月 4 日 下午 4:32 
@2Scribble thats multiple turns of everyone developing while youre traveling, and even once you can actually start taking settlements progression is SLOW
2Scribble 11 月 4 日 下午 4:23 
Still don't understand everybody having trouble with this - the two enemy starter armies aren't that hard at all and even on higher difficulties - just nope out and head somewhere more Lizard-friendly xD
ryguytx 11 月 4 日 下午 4:21 
Why do we start south of the doughnut? and is there any way that instead of choosing which lizardman faction to gift a settlement to, we get to choose between different order races? makes the liberation of Nagarond a bit hard when no lizard can live in that climate.

Also is there any way to add the necropolis to a settlement aside from conquering and gifting it? (aside from vasalising the faction)
Modern Spartan 11 月 4 日 下午 3:34 
Ive got 2000 hours in this game and this mod is almost unplayably hard O.O

Its a shame too because an undead Lizardmen faction might be the coolest concept I've EVER seen!! It just really needs a more tomb kings feeling
Rusty Shackleford 11 月 4 日 下午 1:45 
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Dasheroo 11 月 4 日 上午 11:53 
Hey all is dust i know you've had good luck with MP compatibility with your mods does this one work aswell?
nOOB 11 月 4 日 上午 11:10 
the unit caps beginning of the campaign really rough :steamthumbsdown: other than that i can be played but you lose interest playing it
LiquidJello 11 月 4 日 上午 10:02 
@Dust Thanks for the quick fix!
Moshi 11 月 4 日 上午 10:00 
the faction isnt available to me in any campaign :( am i the only one?
shnavooz85 11 月 3 日 下午 11:33 
also the thing bout the giftin, instead of giving money the giftee joins the war of the settlements owner, i guess kind of like semi-vassals?
shnavooz85 11 月 3 日 下午 11:30 
the start of the game imo is deceptively easy, the two minor armies, while havin 2 very scary beasts can be matched via usin the hero to beat em up, once first battle is done get life magic heal the hero, and rinse and repeat, although im not sure about the rest.
Twisted Traveller 11 月 3 日 下午 10:57 
NGL, this looks like a great mod. But the start immediately shows this is only for people who're really good at the game and it's balanced poorly, the "It's meant to be harder than vanilla" warning doesn't cover it, at all.

Your LL uses fire and life magic, literally unhelpful as if you misfire a fire spell you'll screw yourself and life magic doesn't revive. You have harsh unit caps with normal upkeep but 0 money generation. You "gift" settlements to normal factions but get no trade or money from them.

The win cons? I was shocked at how ridiculous they were.

It does come across as unfair to make it such an over-the-top difficulty mod and not make it way more balanced so casual players don't have to feel put off by touching it. I almost get this pit in my stomach I'll just be met with "get gud lmao mr 1000hrs" comments for daring to voice my concerns. This is a mod I want to play but in it's current state I'd rather not sweat my balls off the entire time.
glospey 11 月 3 日 下午 8:13 
@atlan: I haven't gotten a chance to play with this mod yet so I don't have an opinion just yet. BUT, I will say that submods are a thing. You could make your own that does whatever you want it to.

If these undercities are set up like Skaven or Changeling undercities (very likely), you can't add units to the local garrisons directly. HOWEVER, you can create building effects that give your allies, the city owner, and/or others in the region/province/other range permanent summons, which is almost the same thing (or better if you extend the range :P ).

And, yes, you can also make them so that, if the city above is razed or taken by an enemy, the undercity isn't destroyed.
atlan2007 11 月 3 日 下午 5:35 
Another game breaking problem here. You tie the unit caps to necropolises. Which a huge investment considering our resources. But we cannot defend them at all. You have this faction crippled. You have undead that cannot replace losses. You have given them the disadvantages of regular and horde factions with none of the advantages. All it will take is whoever you gave a settlement to starting an unwise war and you are set back dozens of turns. and there is nothing we can do about it. If we have to build necropolises to recruit make them invulnerable. We can be killed like a normal horde. Also the unit caps for skink cohorts & skirmishers should only count those units not both. Right now they count in both caps. This is the first mod I have ever seen count like this. You have 3 skink unit which count as 6 in the caps.
Come on you have a great idea but make it so very few will be able to avoid quitting in frustration.