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illathid

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So like, how do the Orcs even get into places in like the middle of Bretonnia? Its not like they can just sneak through a town or anything, for because they stand out, two because Orcs dont sneak lol. Also, even if they do manage to maybe sneak through a forest or something, how could they possibly manage to build up the numbers to have full out war with a major nation? Are there just such a large number already hiding in the west that they dont need anymore to come through?

They're born there. The Masif Orcale has been a home to greenskins since before Gilles was in diapers.
 

DrewX

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While Warhammer Fantasy never directly answered that by itself, I think commonly, the explanation from Warhammer 40k is accepted.
Meaning, in essence: They literally just grow out of the ground combat-ready. Being gigantic bloodthirsty fungoids, and all.
Also, there are SOME sneaky Orcs. They tend to be smaller. :p

As for the numbers increasing, that's explainable by A. the orcs constantly growing more and more Orcs (and Goblins, and Squigs, and and and....) in their Orky homelands and B. the fact that "small" Warbands might sneak/stomp past regular patrols and conglomerate into larger hordes that inevitably cause havoc before being killed somewhere, someway, leaving spores all around from which new Orcs may or may not grow.

I ask the higher loremasters to correct me where wrong. :D

Lol, so orcs grow from spores? That's hilarious, but explains a lot
 

Kripox

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Lol, so orcs grow from spores? That's hilarious, but explains a lot

Its actually a really ingenious way to make them work imo. While I'm not 100% certain if the orcs in fantasy works the same as the Orks in 40K, at least the 40k version is probably the most creative race GW designed.

Orks are these part-animal, part-fungi creatures that grow from spores, but there's more to it than that. Before the Orks themselves grow there are other Orkoids, that is various varieties of Squigs and Gretchin (grots). Squigs are used as beasts of burden, war beasts, food and anything else the Orks can think of, while the Gretchin herd and cultivatr squigs and are used as servants and slaves. I believe there have also been mentions about Ork-based plants but its quite obscure. Anyway, with squigs and grots in place the Orks have everything they need to thrive, their own little portable ecosystem fit for Ork use. The Orks themselves are almost entirely instincual, select individuals being born with intrinsic knowledge about either technology, magic, medicine or other specialist skills they need. They dont need training, they have all the knowhow they require built in, and while a lot of orky technology is pretty ramshackle they are actually ridiculously advanced in others. Orks have some of the best shielding and teleporter tech around despite having little to no training with technology.

Lots of other fun things about them too, like their economu being based on teeth. They always grow more teeth snd old teeth rot away, leading to quock spending and a constant money supply that is reistant to both inflation and deflation. Anyone can always rip out afew of their teeth to buy something cheap or beat up a smaller ork to take his teeth and buy something more expensive. Everyone constantly prints money and so everyone has constant access to itm yet the economy is efficient as fuck and never crashes.

Really, I'm super surprised about some of the stuff GW came up with for these guys. I love them.
 

drmonkey

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What's the deal with Ushoran's insanity? I'm not hugely familiar with Fantasy, but I've been trying to read up and haven't seen anything about him going crazy. I'm assuming my information is just incomplete?
 

Kripox

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What's the deal with Ushoran's insanity? I'm not hugely familiar with Fantasy, but I've been trying to read up and haven't seen anything about him going crazy. I'm assuming my information is just incomplete?

Iwould imagine thats just being a Strigoi. The ghoul kings live under wretched conditions, cant feed properly, are generally incredibly miserable at all times and tend towards devolving into rabid, murderous beasts who only occasionally have a real and tangible grip on themselves. They're not exactly the calm, collected and refined Carsteins/Lahmians. Any strigoi should be expected to be at least a little mad, though usually not so little.
 

Gamarasa

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What's the deal with Ushoran's insanity? I'm not hugely familiar with Fantasy, but I've been trying to read up and haven't seen anything about him going crazy. I'm assuming my information is just incomplete?

Well, ultimately, Ushoran in the lore (from what I remember) is actually dead as a doornail because Orcs.
I think we wanted to add more of them than two, though, and decided he survived, but saw the fall of everything he had built up. Twice.
That really eats at your sanity, I'd say.
 

m4st3rm_

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So like, how do the Orcs even get into places in like the middle of Bretonnia? Its not like they can just sneak through a town or anything, for because they stand out, two because Orcs dont sneak lol. Also, even if they do manage to maybe sneak through a forest or something, how could they possibly manage to build up the numbers to have full out war with a major nation? Are there just such a large number already hiding in the west that they dont need anymore to come through?
In addition to what the devs said, it's worth remembering that the Old World is substantially larger than real-life Europe and surroundings, and that the northern countries include huge areas of wilderness for greenskins and beastmen to live in. The Empire and Kislev are mostly wilderness, though I think Bretonnia is a bit more settled.
 

Soulbourne

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Also, if memory serves the fantasy explanation for orcs was simply "Where there's one orc there are many." So even in fantasy as long as one orc exists more will appear until they eventually go on a waaagghh. Or get killed. Either way. I also am hesitant to adhere to the 40k ork specifically simply because in 40k orc infestations should of snowballed long ago and consumed the planet in war and violence due to how many orcs have lived died and been around. If memory serves short of exterminatus there is no way to purge a land of greenskins fully, since the more you stab them the more baby orks will appear in that area.

Course, with the alternative being spontanous generation of life, I suppose that spores may be more sensible even if the lack of planetary domination isn't.
 

DrewX

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When Gork and Mork really love each other. Bam. Greenskin in the world.

See that wasn't so hard.
Shame we cant use a ship name, it would just end up being one or the other lol
 

Gamarasa

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Shame we cant use a ship name, it would just end up being one or the other lol

Age of Sigmar gave us Gorkamorka. Use that if you will.
You sick monsters.
 

DrewX

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Hey so how can I make it so that a particular culture that is not in the imperial group uses the Elector count government?
 

just_legeek

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Hi, :)
Some of you might reognize me by my posts I did some time ago in this very thread.
Indeed, I was begging for help about multiplayer sync issues.
I got news and questions about it :D
Indeed, the reasons about the mod not working on multiplayer that has been given to me was something like "Crusader Kings 2 multiplayer is not the msot stable thing in the world + it is a mod,.. .so RIP :( "
But with my friend, we did a multiplayer session that went well on the AGOT mod fairly recently.
So I was wondering "Hey do a clean Warhammer mod install work" and yes it did fairly well (even if some unsync problems did occur, it wasn't after 10 days of game but more like 10 years in game)
So, I indeed used an unclean version of the mod last time I came here : I submodded the game... :eek:
Arg, I already hear some "HERETIC Why would you do that ?!? :mad:" or "Welp, you deserved it ;)"
I am terribly sorry :oops: but I still wonder why it did happen
First of all, yes my friend did have the same submodded mod version as I had because otherwise, we wouldn't have the same Checksum.
Then, I only did a light submod : basically, I wanted to be able to recreate the provinces of Drakwald and Solland if, and only if, the Emperor, at the head of the "true de jure Empire" was prestigious, pious and rich. Because I don't know how to mod events and decisions (I wanted to make a decision where you spend money, piety and prestige so an event pop out, remake Solland and Drakwald as landed de jure titles in the Empire and bring back the Runefangs to the new holders), I decided to put those two kingdoms into the "landed_titles" file (from the "titular_titles" files) and add the condition for the creator to give away something like 6k money, 2k prestige and 2k piety.
And then, only unsync o_O
What the matter will you say, welp, I still wander why ?
Why does some mods, and some "clean" mods are stable, even, "very" stable in multiplayer, meanwhile a little submod is all the contrary (like I swear, we couldn't do more than 10 days without unsync it was really hell :confused:).
Is there something I didn't do, or is there some "stable file" to use like a condition for a decision ? :eek:

Please help :(
 

illathid

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Hi, :)
Some of you might reognize me by my posts I did some time ago in this very thread.
Indeed, I was begging for help about multiplayer sync issues.
I got news and questions about it :D
Indeed, the reasons about the mod not working on multiplayer that has been given to me was something like "Crusader Kings 2 multiplayer is not the msot stable thing in the world + it is a mod,.. .so RIP :( "
But with my friend, we did a multiplayer session that went well on the AGOT mod fairly recently.
So I was wondering "Hey do a clean Warhammer mod install work" and yes it did fairly well (even if some unsync problems did occur, it wasn't after 10 days of game but more like 10 years in game)
So, I indeed used an unclean version of the mod last time I came here : I submodded the game... :eek:
Arg, I already hear some "HERETIC Why would you do that ?!? :mad:" or "Welp, you deserved it ;)"
I am terribly sorry :oops: but I still wonder why it did happen
First of all, yes my friend did have the same submodded mod version as I had because otherwise, we wouldn't have the same Checksum.
Then, I only did a light submod : basically, I wanted to be able to recreate the provinces of Drakwald and Solland if, and only if, the Emperor, at the head of the "true de jure Empire" was prestigious, pious and rich. Because I don't know how to mod events and decisions (I wanted to make a decision where you spend money, piety and prestige so an event pop out, remake Solland and Drakwald as landed de jure titles in the Empire and bring back the Runefangs to the new holders), I decided to put those two kingdoms into the "landed_titles" file (from the "titular_titles" files) and add the condition for the creator to give away something like 6k money, 2k prestige and 2k piety.
And then, only unsync o_O
What the matter will you say, welp, I still wander why ?
Why does some mods, and some "clean" mods are stable, even, "very" stable in multiplayer, meanwhile a little submod is all the contrary (like I swear, we couldn't do more than 10 days without unsync it was really hell :confused:).
Is there something I didn't do, or is there some "stable file" to use like a condition for a decision ? :eek:

Please help :(

I have no idea what you are asking.
 

Gamarasa

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Welp I am asking if You got an Idea of where did I fail And what is the problem IF You got any Idea of it

I, at least, got what you're asking, but I doubt that anyone but Paradox can legitimately explain how the MP works or doesn't work. It's quite arbitrary like that.
 

Dargaron

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Hey so how can I make it so that a particular culture that is not in the imperial group uses the Elector count government?

I believe all you'd have to do is go into the geheimnisnacht/common/governments/feudal_governments.txt, scroll down to "elector_count_government," and under "potential", replace the "culture_group = imperial_group" with an "OR" block: for example, if you want to make the government available to Bretonnians, you'd replace "culture_group = imperial_group" with
"OR = {
culture_group = imperial_group
culture_group = bretonnian_group
}"

Now, I don't know how this change would interact with the event structure for Imperial governments: this should allow a non-Imperial to adopt the government. What happens after that is unknown.
 

Soulbourne

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To summarize: He had altered his version of the warhammer mod to include a decision and some new titles. And when he deleted his entire mod and reinstalled it clean it worked more or less for MP. And was asking why modifying titles and adding that decision would cause that.

That said, in AGOT a lot of times the repeatably desyncs are from certian mechanic being used by players(more or less NPCs rarely cause issue). Using dragon decisions, elections in volantis, etc seems to cause the issues. The really meaty custom scripts basically. Though I think most of them also involve a series of events and popups that would pause the game for the PC in singleplayer-so somewhat curious at times if it's the stackup of those events that causes the issue, but even if you pause before using it still desyncs so don't think that's it.

But as was said, the exact causes of desyncs are quite random at times. And even if you can repeat the cause half the time there's nothing short of removing the particular mechanic that seems to fix it, and no reason in the code that it should explode.