SP Fantasy Warsword Conquest - New Opening Post

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Mesmer1911

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Wood elves are absolute cancer and need fixing. They get a good troop of every class (including mounted lancer's and horse archers) and most of their units have dodge. They are so incredibly anti fun I auto resolve when I have the troops for it. It is not fun to swing a sword at a dude 10 times in a row and have every swing say (he dodged). Especially when half of their damn army is dodgers. Even worse, they are often accompanied by mages that spam dodge increase magic. I don't get why they not only are the best at archery, horse archery, and shock infantry, when they also get to avoid attacks. Not to mention they attack WHILE DODGING, making them impossible to hitstun. Chaos is pretty op but I never felt so bored and irritated fighting them, or any other race.
 

hipp522

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PLEASE add infinite reinforcement waves so battles finish in one big fight not 1000 small fights, so disappointing this isn't in this mod. Not having it makes defending sieges pointless and boring, with no loot.
 

hipp522

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Kislev and prag sieges are both broken, siege ladders have inivisble walls halfway up.
 
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ggttcc2

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looks like the team has abandoned this thread. However it is very uncommon for a popular mod to have everyone of its player base on Discord, especially those from “exotic” countries.
 

ggttcc2

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I'm having issues with a quest, i need to free Maldrex from Sir Chevalier, but when i beat him the dialogue just keeps repeating and i cant free Maldrex. Can anyone help pls?
same happend to me. In my previous playthrough I was able to finish the quest though.
 

PsychoThruster

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While discord may be the more preferred method of submitting feedback and suggestions, it's format is ill suited to the task so I'm dropping it here.

This mod needs to shift away from being a native warband module with a Warhammer face lift. The biggest thing that needs an overhaul in my opinion is troop recruitment and progression, it's impossible to get the Warhammer experience within the standard warband model.

Secondly I strongly encourage taking inspiration from the last days mod in several key areas. First certain units only being recruitable from specific locations. Second the ability to permanently destroy settlements though I'd add that faction leaders should be able to build new settlements on the razed plot though it should take months. Third the possibility for Lords to permanently die. Fourth the battle maps which are significantly larger and feel like real places because the terrain is generally flatter and transitions well into hills and valleys.

The strength of TLD is that it is an actual campaign the player can help to win or lose. That is something that is a core Warhammer experience and should be seriously considered with an eye towards TLD for inspiration.

As for troop progression, recruitment, and balance... Well right now these things are terrible because of the attempt to place them within the native warband system and the apparent goal of including every possible permutation of unit present in tabletop.

Hopefully this is something you are open to addressing. I suggest completely abandoning native recruitment, troop trees, individual soldier leveling, and companions then building systems more in line with WFB tabletop to replace them.

Here's how I'd go about it. Party size is reduced to half of your leadership skill plus a base value of 1, +1 more for mercenary, +1 more for Lord, +1 more for faction leader. So party size is literally 1(minimum)-9(maximum).

Instead of companions the player finds unit leaders to fill out their party. These are men and women who when hired as companions bring a unit of troops into battle with them.

Troops are tooled to specific roles and no longer level up, instead their unit leader levels up and has skills which increase how fast they can replenish casualties. An empire spearmen troop leader may always bring say 20 spearmen, whereas a chaos champion leader may only bring 5 champions. This system allows for the replication of something like the point system in tabletop.

This removes the need to grind high tier units and instead makes the player consider the cost and use of each unit type, the strength and weaknesses, and overall army composition. Wanna play horde? You got it! Wanna be a small elite force? You got that too!

Next I'd make tactics a head to head stat. If you engage an enemy Lord with 5 tactics and you have 6, the difference of 1 is then subtracted from his party, so his bottom unit leader will not be available to assist in that battle. No one should be reduced below 3 unit leaders or to say it another way 3 squads. When multiple Lords are fighting their tactics are added together with their allies to determine the outcome, but whoever has the lowest tactics score individually is the one whose units are denied the field down to the minimum 3 then it continues on down the line.

Severely wounded squad leaders who cannot participate in a fight cannot field their troops.

Hopefully I've provided enough detail for people to see the potential of this design, I think for anyone familiar the tabletop experience it is very obvious.

I know a tremendous amount of time and effort has already gone into this modification, and I don't know how much longer the team wants to continue developing it, but if the idea is to keep it going I hope you will adopt these suggestions.

Cheers