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Thread: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

  1. #81
    King Athelstan's Avatar The Wheel of Time turns
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    One dukedom per province would definitively add to the flair and diversity, in addition to reinforcing the pompous nobility-ridden country that Bretonnia is. I'd certainly enjoy it, and it'd mean seeing even more of your designs, so I'm all for
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  2. #82

    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Quesiton, what do you think about stat differences between different regions within the Empire (and for other races as well)? For example, Reikland is much wealthier than say... Averland. So it would make more sense that Reikland's provincial troops are more expensive but more armored and better trained than Averland's, and vice versa. Special units as well, like the Nordland Seahawks, Teutogen Guard, etc?

  3. #83
    Steph's Avatar Maréchal de France
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    I introduce some small variations for Empire troops, like Hochland have better accuracy, or Ostland better leadership.

    I could make a more thorough pass on that, but since the units are all different, this is technically easy to do. The hardest part would be to compile a list of lore friendly changes, and that would not break balance too much

  4. #84

    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Quote Originally Posted by Steph View Post
    I introduce some small variations for Empire troops, like Hochland have better accuracy, or Ostland better leadership.

    I could make a more thorough pass on that, but since the units are all different, this is technically easy to do. The hardest part would be to compile a list of lore friendly changes, and that would not break balance too much
    I'd be willing to help.

  5. #85
    Steph's Avatar Maréchal de France
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    You're wlecome to propose a list of possible changes. Just keep balance in mind: I'm OK with minor changes to improve immersion and variety, but the units should remain in their league. I mean, a bonus for a swordman from a province should not make it better than greatsword from another province.

  6. #86
    Steph's Avatar Maréchal de France
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    To make it easier to navigate the screenshots, I have split this thread in several parts. I'll keep this one for general accouncement and discussions about gameplay changes.

    For the Screenshots related to units, they are now in separate thread, one for each races, and I'll post new screenshots directly there.

  7. #87
    King Athelstan's Avatar The Wheel of Time turns
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Sounds like a good idea
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  8. #88
    Steph's Avatar Maréchal de France
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    I didn't post new screens recently because I'mm quite buys with a rework on the way I handle areas of recruitment. I tried several solutions, some are working better than others , so the last two weeks, were one step forward, one step backward... I hope to stabilize it this week to resume with the icons for Bretonnia.

    Aim is to release Bretonnia just after next DLC, I won't release something midseptmeber just to update it two weeks later.

  9. #89
    Steph's Avatar Maréchal de France
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    These are the changes I'm working on: give each bretionnian region its own faction at start.


    Spoiler Alert, click show to read: 





    I'm also trying to change the smaller regions, and have one-region provinces for all of them. But no success so far, this crashes the game...

  10. #90
    Steph's Avatar Maréchal de France
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Witht he new DLC announced for 11th of September, sooner than expected (I thought ti woyuld be end September), I don't have too wait too long to update SWO-RD to it, even if I finish Bretonnia in a week or two like I hope.

    However, with significant changes to the Empire, I'll have to update the Empire. And maybe also the Wood Elves, since it seems they have new region within the Empire, and maybe a new faction to go with it.

    With the mulitplication of regions in the Empire, I may also have to drop the region specific units, except for the major cities, and onlly keep regional units.

    I'll see when we get the new updated map of the Empire before deciding.

    And obviously, the archers and hunters, with more or less placeholder graphics, will be redone with the new graphics.

    And last, I'll have to see what the new provincial units tied to the elector count mechanism actually are and see how to use this.

    Lots of possible work, so I don't think the Bretonnia update will be released very soon,due to the need to update Empire as well.

  11. #91
    Steph's Avatar Maréchal de France
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    I have almost finished Bretonnia. I just have a few icons to do for the Rebels and Rogue armies, and then finalize the garrison.

    However, seing the patch notes and additional information from CA about modding support, SWO-RD will not be updated very soon.

    1) There may be some broken script or tables, that I'll have to fix.
    2) There will be a WE update, since I'll have to add Laurelorn faction. This means new heraldic units!
    3) I will of course have to update the Empire.
    4) With new scripting options, I will make an important change to the recruitment mechanism.

    Due to all these changes, the next update will not integrate additional gameplay mechanism. I was thinking about a "religion and corruption overhaul" but this will be in an update later.

    Planned changes for the empire
    - Add the new general (new icons)
    - Replace my archers and huntsmen with the new one
    - Add the new wagons, with faction colour.
    - See how the Elector Counts specific units work, and how it will interact with SWO-RD.
    - I will keep my version of the Knights of Morr and Everlasting knights, with some updates to use some of the assets coming from the mod
    - I will also keep my version of the Carroburg Greatswords.

    The big question, still undecided but your feedback is welcome.
    - I made region specific units. Like infantry with heraldry for Grunburg, Eilhart, etc.
    - CA has added some regions in the last DLC, and now 12 more regions for the Empire.
    - I wonder if I should
    1) Add new units and heraldry for these new regions (maybe difficult)
    2) Get rid of the region specific units, and maybe use their shields to have more variety for the province specific units instead.
    - I will however keep some region specific units, but only for the most important cities (Altdorg, Nuln, Talabheim, Middenheim, Averheim at least, maybe other provincial capitales).

    Planned changes for the recruitment system
    - Duplicated buildings for each province are gone. There is now only one barracks buildable in every region. This barracks grant the generic units, and also all the heraldic units.
    - Heraldic units will be limited to a specific region via a resource system.
    - Some very region specific units, like the Swordmasters of Hoeth, will be linked to a landmarks, with a unit capacity linked to the level of the said landmark.
    - Monsters, Cannon, Tanks, will have a unit capacity linked to the levels of the building allowing their recruitment. For exemple, the capacity of Star Dragons will be +1 for every tier 5 dragon building.
    - For basic units non-monsters units (infantry, cavalry), there will be a kind of manpower mechanism, working with script.
    -- At the beginning of each turn, the script will check your settlements and some buildings to compute the "manpower" for this turn. This will affect the unit capacity.
    -- Each settlement will contribute to a global manpower, a provincial manpower, and sometimes a regional manpower.

    Here is an example for the Empire (numerical values are just for exemple)
    - Each settlement level in Altdorf will gives +5 core units(spearmen, swordmen, crossbowmen), +2 special units (greatswords, outriders), +1 rare units (demigryph). Altdorf will contributes to the global manpower, the Reikland provincial manpower, and the Altdorf regional manpower.
    - Each settlement level in Grunburg, will give the same +5, +2, +1, but contribute to the global manpower, the Reikland provincial manpower, but no regional manpower.
    - Each settlement level outside of the Empire will give the same +5, +2, +1, but only to the global manpower.

    So, if you control Altdorf (level 3), Grunburg (level 2), Carroburg (level 2), and Artois + Gisoreux (each level 1), and nothing else, you would have:
    From Altdorf:
    - Global: 15 core, 6 special, 3 rare
    - Reikland: 15 core, 6 special, 3 rare
    - Altdorf: 15 core, 6 special, 3 rare
    From Grunburg:
    - Global: 10 core, 4 special, 2 rare
    - Reikland: 10 core, 4 special, 2 rare
    From Carroburg:
    - Global: 10 core, 4 special, 2 rare
    - Middenland: 10 core, 4 special, 2 rare
    From Artois:
    - Global: 5 core, 3 special, 1 rare
    From Gisoreux:
    - Global: 5 core, 3 special, 1 rare

    Total:
    - Global: 45 core, 20 special, 9 rare
    - Reikland: 25 core, 10 special, 5 rare
    - Middenland: 10 core, 4 special, 2 rare
    - Altdorf: 15 core, 6 special, 3 rare

    So you have 25 Reikland spearmen, 25 crossbowmen, 10 greatswords or 10 halberdiers.
    To have a bigger army, you'll need to recruit generic unit (up to 45 additional spearmen).

    Want a bigger army? Upgrade your settlements, or capture new one.

    This will also limit doomstack, due to the global limits to special or rare units. And even force some spreading of chaff units: number of spearmen and swordmen are limited, so to have many armies, you'll need to have spearmen and swordmen.

    The system maybe refined with some additional parameters, like factoring corruption or public order. Having too many corruption or too low public order can reduce the unit capacity

  12. #92
    lolIsuck's Avatar WE HAVE NO CAKE!
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    Default Re: SWO-RD : Steph's Warhammer Overhaul - Recruitment Diversity

    Quote Originally Posted by Steph View Post
    The big question, still undecided but your feedback is welcome.
    - I made region specific units. Like infantry with heraldry for Grunburg, Eilhart, etc.
    - CA has added some regions in the last DLC, and now 12 more regions for the Empire.
    - I wonder if I should
    1) Add new units and heraldry for these new regions (maybe difficult)
    2) Get rid of the region specific units, and maybe use their shields to have more variety for the province specific units instead.
    I'd go with number two, most of the minor settlements aren't very big to begin with. Having a mix of them in the provincial troops seems nice.

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