Total War: WARHAMMER III

Total War: WARHAMMER III

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Dogs of War
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Značky: mod
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1.612 MB
4. led. v 0.54
2. zář. v 12.34
Poznámky ke změnám (11) – zobrazit

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Dogs of War

Popis
Recruiter to a young labourer původně napsal:
"Dogs of War”, they call us — “mercenaries”, like it’s something bad. But I tell yer it’s the way to live like a duke. Regular pay and food, chances for loot, and seein’ the sights in every new town you come to. Of course, sometimes you have to burn them to the ground, but that’s just business."



>>>Empire & Kislev Only For Now<<<

What does it do ?

Looking at the latest DLC and Regiments of Renown being spread between several (great) mods, this mod is a Dogs of War mechanic linking them all via an Ogre Camp style system :
  • You will start with DoW Regiments of Renown locked in your RoR pool
  • From turn 15 you will have a percentage of chance to spawn a camp by raiding or fighting battles
  • Moving a lord to the camp, you'll have to chose between 3 random RoR to hire, or leave
  • That RoR will then be avaiblable in your faction RoR pool
  • You'll have chance to spawn a new camp after 5 turns

Right now the mechanic is only available for the Empire culture, and will be tuned for each culture as stated in the 5th Edition army book.

For now this mod adds the following Dogs of War from the required mods :

> You need to sub to those mods to get those units

More implementations to come with Cataph TEB and the Empire, and a few missing units.

MODDERS How to add your own units

You can add your own units to the system using those functions in your script :
Murranji_DOG_ROR_Camp.mod_units["unit_key"] = {"unit_key", "mod_title"} table.insert(Murranji_DOG_ROR_Camp.mod_checks, {key = "script_name", name = "mod_title"})

Adding new entries to both, then the game will automatically update it and run the check as if it exists in the script from the start.

Script part by Murranji.

As always, thanks to our small community on Discord that does not stop feeding crazy ideas to make and improve mods.

If you want to share your ideas, lore discussions or just see what we are up to, join us on Discord [discord.gg].

[discord.gg]

Everything I do is for my own use and for the community, but if you want to support my work, you can still buy me a beer via my Patreon[www.patreon.com] :)

[www.patreon.com]
Počet komentářů: 120
奥威尔·切瑞先生 20. zář. v 21.04 
Could you update a setting so that I can set the trigger frequency myself through MCT
Xoudad  [autor] 18. zář. v 8.23 
@Meep the Madman : iirc grudgebringers have their own thing
@奥威尔·切瑞先生 : worked for me perfectly last week, still not working proper with The Old World
奥威尔·切瑞先生 18. zář. v 7.55 
The trigger frequency is very low, and many times when I get close to the trigger, nothing happens
Meep the Madman 14. čvc. v 17.21 
Need something like this with Grudgebringers, i just need a multicultural rag tag group of grizzled mercs going apeshit all over the place.
Balthasar23th 27. čvn. v 17.37 
Thank you for this beautiful mod. I have made a German translation. You are welcome to link it. Keep up the good work!
zecrayz 24. čvn. v 20.09 
Do the units added, become buffed through skills or red line trees in any way?
Xoudad  [autor] 10. čvn. v 11.34 
Sounds like you’re playing The Old World ?
moussamiel 10. čvn. v 8.58 
I added cataph TEB and mixu unlocker and seems to work fine actuallly.
I guess there might be a bug when the units selected are not available ?
if this is true i should add the Araby mod too.
moussamiel 10. čvn. v 8.45 
Hello, thanks for the mod, it seems to have some issue.
the event spawn at turn 4 and not after 15
however when i send my army to the blue light it just disappear.
This is only mod installed in this test.
Xoudad  [autor] 1. čvn. v 6.26 
It won’t, AI don’t have events