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illathid

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This mod looks and smells fantastic! :) i want more! i dont know if it has been mentioned, but will there be balancing of troop numbers so it equals races like in the middle earth mod,etc. elves get lower troop number but deals more damage, orcs get a huge troop number. and will there be badass portraits for all the races? :)

We haven't gotten that far into balancing yet, but I imagine we will have something like that in place. As for portraits, I posted an example a few days ago. Dynamic portraits may be a ways off, as the system is one of the hardest to modify.

Still cant wait for a beta.

I'd be happy with an alpha I love testing for bugs lol

We're still a ways off, but you can be sure there will be an announcement when we start looking for testers.
 

Papa Pagan

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Or Ogre holy war: Eat Everything And Everyone CB

that would be awesome not some much a conquest cb but go into an area eat everything that moves, leaving the area without a single living soul forcing a negative tax/recruitment modifer on the region for 10-20 years and possibly making it so that the former inhabitants Kingdom would have to essentially colonize the area.
 

Galloglasses

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If this mod is not only released, but gives an expansion where we get to see EVENT THE FAINTEST HINTS of Cathy I will single handedly march into the northern Wastes and vandalize on the walls of the inevitable city for this mod's glory.
 

illathid

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can we get another teaser please :) maybe something with a little lace lol ;)
Sure. How about a peek at some of the reworked duchies in the Border Princes:
2IGphl3.jpg
 

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unmerged(816543)

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I wonder if there will be a kingdom of the Border Princes ? De Jure would'nt make much sense for the region, but maybe a titular one. :happy:

Also I just noticed the date in the corner is the 9 Sigmarzeit (4) 2521. Does it mean you managed to mod in the Imperial calendar with the 4 year cycle and out of months special days ? Awesome !

But I wish we could have seen a bit more of Bretonnia on that screenshot., have a peek at c_moussillon ? :rolleyes:
 

illathid

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I wonder if there will be a kingdom of the Border Princes ? De Jure would'nt make much sense for the region, but maybe a titular one. :happy:
Right now I believe we have a few de jure in kingdoms the border princes for targeting purposes. I don't believe they are creatable though. i'll have to check up on it more.

Also I just noticed the date in the corner is the 9 Sigmarzeit (4) 2521. Does it mean you managed to mod in the Imperial calendar with the 4 year cycle and out of months special days ? Awesome !

Unfortunately the days of the calender itself cannot be modded. But we decided to localize each month with it's imperial equivalent and the number after it (in case people don't have them all memorized and want to know far along it is in a year).

But I wish we could have seen a bit more of Bretonnia on that screenshot., have a peek at c_moussillon ? :rolleyes:

Hmmm... I might be able to do a teaser of that soon. ;)
 

unmerged(816543)

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I really can't wait for your first release guys. Theses maps look amazing.

About Bretonnia, a bunch of questions come to my mind:

-If I remember correctly, in the Bretonnian law, you can only be noble if both parents were nobles. Meaning the child of a noble and a lowborn will be lowborn too. Will the mod implement this (if its even possible at all) ?

-The whole quest for the grail thing: how much will it feature in the mod ? How many worhty true knights of the realm can we expect to see in comparison to lip service knights ?

-Will the cursed Duchy of Moussillon be playable ? If so, how bad can things get ? :p

-How will Bretonnia's knights and yeomens compare to say, the Empire's various assortment of gunpowder weaponry ?
 

illathid

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I really can't wait for your first release guys. Theses maps look amazing.

About Bretonnia, a bunch of questions come to my mind:

-If I remember correctly, in the Bretonnian law, you can only be noble if both parents were nobles. Meaning the child of a noble and a lowborn will be lowborn too. Will the mod implement this (if its even possible at all) ?

We haven't specifically addressed this yet, but I can imagine we do something about it. Off the cuff, while I imagine it would be simple enough to automatically make the children of lowborns be lowborn themselves, this probably wouldn't be the best bet considering how dumb the AI is when it comes to marriages. I'd think something more along the lines of the "Child of a Concubine" trait would be a better fit. Call it "peasant blood" or something and give a minor penalty to diplomacy and a substantial negative opinion modifier to any noble Britonnian. if nothing else it'll make the breeding game harder.

-The whole quest for the grail thing: how much will it feature in the mod ? How many worhty true knights of the realm can we expect to see in comparison to lip service knights ?

As it stands the whole Knightly system should be resolved in a few event chains. I'm picturing something a bit more involved than a pilgrimage, but you get the idea.

-Will the cursed Duchy of Moussillon be playable ? If so, how bad can things get ? :p

Of course it will be playable! We davn't decided how best to show the curse yet. Got any idea?

-How will Bretonnia's knights and yeomens compare to say, the Empire's various assortment of gunpowder weaponry ?

Balancing stuff like this is still a ways off. My first thought would be to go off the values in the army books to get a rough idea.
 

Blood Royal

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Still looking forward to this immensely and glad to see that you're still making good progress :D

A suggestion also - maybe change one of the vanilla unit types (horse archers?) to "Gunpowder Units", and give this some significant combat bonuses and give this only to the Empire and Dwarves (and possibly others, if they somehow manage to learn how to make it via an event chain?). It can be a special building giving these units, only buildable for those with the tech (province flag given to cultures that have it?). Gunpowder was a significant reason after all for why the Empire and Dwarves were able to face off against much larger orc/chaos armies.

It would be nice also with a mage unit, but there are only so many to choose from, and hardly any that can be left out just for that. So giving mage characters extra morale damage on enemies would probably just be the best way to handle that, for when they lead armies. An Elven Archmage like Teclis, or an evil one like the Witch King, should have huge morale damage effects on enemy armies.
 

illathid

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Still looking forward to this immensely and glad to see that you're still making good progress :D

A suggestion also - maybe change one of the vanilla unit types (horse archers?) to "Gunpowder Units", and give this some significant combat bonuses and give this only to the Empire and Dwarves (and possibly others, if they somehow manage to learn how to make it via an event chain?). It can be a special building giving these units, only buildable for those with the tech (province flag given to cultures that have it?). Gunpowder was a significant reason after all for why the Empire and Dwarves were able to face off against much larger orc/chaos armies.

We're still in the process of deciding what all the units available should be... Hopefully RoI adds elephants as a 8th type so we can have more room to play with. If we're limited to as is, i've thought the following system would work well:

Light Infantry
Heavy Infantry
Light Cavalry
Heavy Cavalry
Missile Troops (Light Ranged)
War Machines (Heavy Ranged)
Monstrous Creatures

The system would basically be a Rock/Paper/Scissors system with Cavalry > Ranged > Infantry >Cavalry
Monstrous Creatures would be the proverbial atom bomb that is effective against all other unit types.
Gunpowder units would be represented by a flat cultural increase to attack for ranged units from dwarf and imperial cultures.

However, this is really a hard thing to discuss because of the variety of units you can use in Warhammer and trying to figure out the best way to capture them all. For instance with the system I just outlined pike and spear armed units have to be abstracted into general infantry while mounted missile units have to be abstracted into cavalry. Regardless this is an ongoing discussion we're having...

It would be nice also with a mage unit, but there are only so many to choose from, and hardly any that can be left out just for that. So giving mage characters extra morale damage on enemies would probably just be the best way to handle that, for when they lead armies. An Elven Archmage like Teclis, or an evil one like the Witch King, should have huge morale damage effects on enemy armies.

Actually our coder is working a full magic/spell system that should be fairly dynamic. Should be very fun to see in action.
 

Annexor

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Still looking forward to this immensely and glad to see that you're still making good progress :D

A suggestion also - maybe change one of the vanilla unit types (horse archers?) to "Gunpowder Units", and give this some significant combat bonuses and give this only to the Empire and Dwarves (and possibly others, if they somehow manage to learn how to make it via an event chain?). It can be a special building giving these units, only buildable for those with the tech (province flag given to cultures that have it?). Gunpowder was a significant reason after all for why the Empire and Dwarves were able to face off against much larger orc/chaos armies.

Not sure if they are going to be in the game but dont forget that ogres have gunpowder weapons, leadbelchers, from stolen cannons from the Empire (or traded for from Chaos dwarfs) and the Ironblaster from the Sky-titans, the largest black powder weapon in Warhammer.
Chaos Dwarfs also have gunpowder weapons.
 

unmerged(816543)

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Of course it will be playable! We davn't decided how best to show the curse yet. Got any idea?

Well the curse of moussillon is pretty vaguely defined and manifest trought several different "symptoms".

-The land itself: Moussillon used to be the nicest place in Bretonnia, with fertile green lands, and sweet weather. But ever since the curse, the place is slowly turning into swamps, marshes and bogs, with a gloomy climate on top. Even worse, the swamps are slowly creeping over the borders of Moussillon.
This could translante to an event giving you the choice of losing an improvement in one of your holding or pay some cash to save it from sinking into the swamps. The event could also sometimes fire for provinces bordering moussillon.

-The undeads: It is not rare for the deads to spontaneously animate in Moussillon. Undeads created trought necromancy tend to stick around even without a necromancer to sustain them. This lead to all sorts of weird superstitions and rituals regarding the burial of the deads in the duchy.
So maybe small stacks of undeads could rise from the casualties of battles happening in the duchy ? Also maybe a random event where you have to deal with one of your late courtiers rising from the grave ?

-The diseases: You can catch all sorts of nasty stuff in the cursed Duchy, includng the dreaded red fever (don't drink the water!). A lot of peoples also suffer of difformities, but its unclear if this is part of the curse or due to inbreeding (caused by the isolation of the duchy).
This would pretty much translate to higher chances of epidemy (especially the red fever) and difformity in the duchy.

-The madness: The dukes of Moussillon have a long history of losing it. Starting with Landouin who became all angry and depressed and ending with Maldred last duke of Moussillon, dancing in his palace while the city was under siege and dying of the red fever.
You would have more chances to become stressed/depressed/lunatic/(heretic?) as the ruler of Moussillon. Maybe some unique lunatic events tied to the duchy ?


Just throwing ideas at the wall. Tell me what stick. ;)
 
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