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What racial/faction mechanics would fit to other factions?

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  • Maedrethnir#1968Maedrethnir#1968 Registered Users Posts: 19,388

    Forge for HE if you control Caledor. Gold and resources.

    Blood Forge for DE if you control Naggarond, Ghrond, Hag Graef and Vaul’s Anvil. It uses slaves apart of gold and resources.

    Caravans for the Empire, HE and Dwarfs.

    The name sounds familiar. Where is the Blood Forge mentioned in the lore?
  • gorgos96#5405gorgos96#5405 Registered Users Posts: 433
    edited May 2
    Waagh for erranty (bretonnia) but with a twist.

    First off, you dont get a secondary stack but instead you stack that starts the errantry becomes free upkeep for the duration and has campaing map bonuses (movement range etc.).

    Second, when you capture your target you either acquire a permanent buff for that army or leave your army there for them to create an errantry kingdom (which is automatically allied to you and has a strong stack to aid your cause). If you choose perma buff to army you cant stack them but can start errantry with that army again.
  • PhoenixKingMalekith#5710PhoenixKingMalekith#5710 Registered Users Posts: 2,711

    Forge for HE if you control Caledor. Gold and resources.

    Blood Forge for DE if you control Naggarond, Ghrond, Hag Graef and Vaul’s Anvil. It uses slaves apart of gold and resources.

    Caravans for the Empire, HE and Dwarfs.

    The name sounds familiar. Where is the Blood Forge mentioned in the lore?
    https://steamcommunity.com/sharedfiles/filedetails/?id=2907380191

    Maybe because of this mod. I don’t know for sure if this feature receives its name from the lore. Certainly, there are precedents of the mechanic in lore (Hotek and the Armour of Midnight are good examples), but I don’t remember seeing the name in lore before.
    "You stumble about in darkness. There is no light here, no mercy. Naggarond has claimed the souls of better heroes than you."
  • Ben1990#8909Ben1990#8909 Registered Users Posts: 3,488

    Ice Court for Teclis and Gelt.

    Ocean Caravans/Convoys for HE.

    Honestly The Ice Court in general is how The Empire should get Wizards and Wizard Lords when they finally come.

    This is also lorefull due to Battle Wizards needing training to be of use. BTW they should also add unique lorefull skills to the wizards to make them stand out more.

    Ice Court for Teclis and Gelt.

    Ocean Caravans/Convoys for HE.

    Honestly The Ice Court in general is how The Empire should get Wizards and Wizard Lords when they finally come.

    This is also lorefull due to Battle Wizards needing training to be of use. BTW they should also add unique lorefull skills to the wizards to make them stand out more.
    I mean, that's like...99% of generic characters in the game. The only ones who are born and arrive ready are probably Lizardmen who are born super-soldiers
    Yep. Though I could see this too being implemented to them if we go with Marks of The Old Ones. Like you can go and spawn a lord or hero with the mark of one of the Old Ones. Like Mark of Tzunki making one both faster and Aquatic, Mark of Tepok giving magic resistance, Mark of Tlazcotl giving Immune To Psychology and so on. But this being game 3 these should be a tad stronger than in tabletop. Like Mark of Tepok also granting a barrier, Mark of Tzunki giving a unit some additional attack effects, Mark of Tlazcotl giving a buff to weapon skills and strength on top of Immune To Psychology. All on top of more unique looks since all Blessed Spawnings and specific spawnings of lords and heroes are color coded with their scales.

    Not to mention that Blessed Spawnings in the game should be replaced with ones with Marks of The Old Ones.
  • LennoxPoodle#1380LennoxPoodle#1380 Registered Users Posts: 1,981
    Honestly, I'm not a fan of warband upgrades for brets. Questing and attaining the grail doesn't work via field promotion (in contrast to getting the favour of the dark gods). Becoming a questing knight means leaving, temporarily giving up your allegiance. So they don't stick to the same army with a new rank. Instead they temporarily join whichever army they feel like currently needs them. So recruiting a regiment of them is just getting a bunch that happen to currently be in the general area together. It's similar with knights errand, who join whichever war promises glory to return to their lieges service once their status as knight of the realm has been achieved.

    For reusing campaign mechanics, undercities obviously have a lot of potential, as they can be tweaked to work in wildly different ways. Teleportation for Noctilus comes to mind too.
    The tower of Hashut seems to be another possible baseline for many different interactions between factions within a race. Particularly some meta factions (pick from Skaven, Empire, High Elves, Lizardmen, Dark Elves and Wood Elves basically) could use that in one way or another. A while back I mentioned the possibility of using it for the telepathic communion of Slann.
  • Maedrethnir#1968Maedrethnir#1968 Registered Users Posts: 19,388

    Forge for HE if you control Caledor. Gold and resources.

    Blood Forge for DE if you control Naggarond, Ghrond, Hag Graef and Vaul’s Anvil. It uses slaves apart of gold and resources.

    Caravans for the Empire, HE and Dwarfs.

    The name sounds familiar. Where is the Blood Forge mentioned in the lore?
    https://steamcommunity.com/sharedfiles/filedetails/?id=2907380191

    Maybe because of this mod. I don’t know for sure if this feature receives its name from the lore. Certainly, there are precedents of the mechanic in lore (Hotek and the Armour of Midnight are good examples), but I don’t remember seeing the name in lore before.
    Ah. That's it. The mod. Thank you. I thought those were actual locations in Naggaroth I were ignorant of.
  • Heretical_Cactus#7598Heretical_Cactus#7598 Registered Users Posts: 3,429

    Honestly, I'm not a fan of warband upgrades for brets. Questing and attaining the grail doesn't work via field promotion (in contrast to getting the favour of the dark gods). Becoming a questing knight means leaving, temporarily giving up your allegiance. So they don't stick to the same army with a new rank. Instead they temporarily join whichever army they feel like currently needs them. So recruiting a regiment of them is just getting a bunch that happen to currently be in the general area together. It's similar with knights errand, who join whichever war promises glory to return to their lieges service once their status as knight of the realm has been achieved.

    For reusing campaign mechanics, undercities obviously have a lot of potential, as they can be tweaked to work in wildly different ways. Teleportation for Noctilus comes to mind too.
    The tower of Hashut seems to be another possible baseline for many different interactions between factions within a race. Particularly some meta factions (pick from Skaven, Empire, High Elves, Lizardmen, Dark Elves and Wood Elves basically) could use that in one way or another. A while back I mentioned the possibility of using it for the telepathic communion of Slann.

    For the Bretonnian I'd prefer a Scrap like system, where you spend chivalry to give them a vow
  • TheLowKing#4090TheLowKing#4090 Registered Users Posts: 257
    A weird one, but a form of Seductive Influence for Dwarfs (specifically Thorgrim). Completing Grudges, Diplomacy, fighting the same factions and helping out other Dwarf factions stacks influence until they submit to his authority as High King and become vassals.
  • Uagrim#4644Uagrim#4644 Registered Users Posts: 2,148
    edited May 4
    Malign Authority like ability for Bretonnian, specifically peasant units should gain leadership when being near knights. And knights should ignore the peasant running away in turn.
  • unomanderus#7528unomanderus#7528 Registered Users Posts: 164
    Dogs of War
    -TWW2 ogre mercenary mechanic (the good one, where you can have an army of only mercenaries)
    -Cathay Caravans (but improved so they can send out merchant fleets)
    -a damned daniel lord who is customizable
    -mercenary contracts that enable you to just leave, go, travel the warhammer world without empire building and just looting and intervening in battles (will not work well because the AI hates you)
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