Page 2 of 2 FirstFirst 12
Results 21 to 35 of 35

Thread: Guild and Anar submod, plus many fixes.

  1. #21

    Default Re: Guild and Anar submod, plus many fixes.

    Good god Anar is hard. I'm on turn 20, and the past 5-6 turns, I'm getting attacked on my only 2 settlements by half-full stacks of Nagarythe units against maybe a full stack of units between 2 cities, while barely staying out of the red. The only reason I haven't lost yet is because Alith Anar is borderline broken and the casualties healed is ridiculous after every fight.

    Here's some screens.
    Spoiler Alert, click show to read: 









  2. #22
    Bela's Avatar Ducenarius
    Join Date
    May 2009
    Location
    The land of the crazy folk
    Posts
    947

    Default Re: Guild and Anar submod, plus many fixes.

    Huh, great screens! Seems like some kind of balancing is badly needed for that faction...
    Good luck with your campaign, although I don't know what else can you do. Did you try calling an invasion on the Naggarythe? Maybe some other factions' crusading armies may give you some turns of reorganising and army build.
    Anyway, +rep for the screens!
    "No Rest until the Blood of Greenskins flows like Dark Ale upon the Earth!"

    +++ Josef Bugman +++




  3. #23

    Default Re: Guild and Anar submod, plus many fixes.

    There isn't much you can do balance Anar, it was originally developed as a non-playable faction so it's obvious it's not balanced. I added something (new units, Alith) to give the player a very slim chance, but maybe the best thing you can do it's just to play a migration campaign, since when you lose Elanardris you automatically a full stack of shadow warriors.
    In 'ur base, killing 'ur dudes.


  4. #24

    Default Re: Guild and Anar submod, plus many fixes.

    The trick with Alith Anar is he possess' the Shadowmoon Bow which actually shoots like an Eagle Claw in tabletop game.

    So yes it is kinda powerful and need a bit balancing

    "With Hate, all things are possible." Malus Darkblade

  5. #25

    Default Re: Guild and Anar submod, plus many fixes.

    I cant build temples of Asurian in the cities i conquere

  6. #26

    Default Re: Guild and Anar submod, plus many fixes.

    I cant build temples of Asurian in the cities i conquere
    How do i fix it???

  7. #27
    knight of meh's Avatar Primicerius
    Join Date
    Dec 2012
    Location
    Ireland
    Posts
    3,707

    Default Re: Guild and Anar submod, plus many fixes.

    Quote Originally Posted by Koslab View Post
    I cant build temples of Asurian in the cities i conquere
    How do i fix it???
    you have to use a follower/cleric of asuryan to get the religion of tthe pleasure cult to go away before you can build a temple

  8. #28

    Default Re: Guild and Anar submod, plus many fixes.

    Alith Anar is supposed to be a beast at shooting. In tabletop he hits 90% of time on 2+ and wounds majority of targets on 2/3+. So yea, he can kick ass. In my current Caledorian campaign He joined my ranks suddenly appearing in Naggarythe (sp?). I've sent him to wreck havoc among the Druchii culminating with capturing a city. And that's where he is at the moment. Constantly under siege. Killing every other turn 2-3k of the Fallen Kin. I estimate that by now (about 30 turns later) at least 50.000 Druchii lay slain before the gates.

    Ps. Thank you all for creating this awesome mod.
    Gratitude

    Regards,
    Suriel

  9. #29
    Kolwen's Avatar Artifex
    Join Date
    Jul 2010
    Location
    Spain
    Posts
    1,217

    Default Re: Guild and Anar submod, plus many fixes.

    Quote Originally Posted by Suriel View Post
    Alith Anar is supposed to be a beast at shooting. In tabletop he hits 90% of time on 2+ and wounds majority of targets on 2/3+. So yea, he can kick ass. In my current Caledorian campaign He joined my ranks suddenly appearing in Naggarythe (sp?). I've sent him to wreck havoc among the Druchii culminating with capturing a city. And that's where he is at the moment. Constantly under siege. Killing every other turn 2-3k of the Fallen Kin. I estimate that by now (about 30 turns later) at least 50.000 Druchii lay slain before the gates.

    Ps. Thank you all for creating this awesome mod.
    Gratitude

    Regards,
    Suriel
    Alith Anar is my favourite character ^^

  10. #30
    Domesticus
    Join Date
    May 2010
    Location
    Ferrara, Italy
    Posts
    2,175

    Default Re: Guild and Anar submod, plus many fixes.

    This sub-mod is compatible with version 0.69?

  11. #31

    Default Re: Guild and Anar submod, plus many fixes.

    Where do I place everything exactly? Please make an installation guide.
    This signature is clickable

  12. #32

    Default Re: Guild and Anar submod, plus many fixes.

    This signature is clickable

  13. #33

    Default Re: Guild and Anar submod, plus many fixes.

    Thank you to Woold for helping me install this submod.
    This signature is clickable

  14. #34
    Cenk's Avatar Libertus
    Join Date
    Feb 2013
    Location
    Turkey
    Posts
    60

    Default Re: Guild and Anar submod, plus many fixes.

    I can't see any download link. Can anyone provide one, please?

  15. #35

    Default Re: Guild and Anar submod, plus many fixes.

    Hi, where is the download link to this mod?

Page 2 of 2 FirstFirst 12

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •