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Kristoffer O said:
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Vicious Love said:
This is sorta giving me an urge to get back to my skaven mod. Though the vast majority of the requisite modding commands still don't exist, and trying to summarize the raw awesome of skavendom in a one-paragraph blurb is still a daunting task.
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How about RATS!
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Hey, not half bad!
And the new modding commands should make SOME of my plans workable. Still no proper Ark-like, misfortune-spreading screaming bells, nor vaguely hero-like, assassination-prone gray seers, nor single-shot Eshin contracts(Unless I mod Pythium), nor pack morale, nor doomwheels, nor Thanquol Caractor-curse and Blood Vengeance effect, nor autostarving skavenslaves, cannibalism, necrophagy, autopillage(Bane Venom style), and all the other hunger mechanics that make fielding a skaven army so... unique, nor... well, pretty much everything else, but at least I can make plague monks. We can mod in negative reinvigoration now, right?
Ugh. Me and my impossible ambitions. And after all that time spent making sure Eshin assassins weren't overpowered, despite their obscenely high defense skill. To say nothing of Deathmaster Snikch. I knew one of Skavenblight's strengths would be its heroes*, but it took so much tweaking to keep the guy from putting Etimmu to shame. The only balanced hero in the mix is Lord Skrolk. And Ikit Claw, if one ends up with an unlucky mix of randoms.
* Which woulda been fun, since the council bell tower site(Unmoddable) would keep their capitol around misfortune 2 or so, even in high luck-3 dominion, and any screaming bells fielded would have a similar effect abroad. It's sort of an outward impetus, driving the skaven to conquer new lands, since the old ones keep getting infested by skaven.
Couple that with supply penalties, pillage boni, maintenance costs and improbably low resource costs for rank-and-file troops(25% off resource cost, for general packrattery and Skryre industrialization), and one simply cannot play a defensive skaven game.
Erm, unless one foolhardily disregards one's absurdly cost-efficient national troops and relies on one's labor-intensive, specialized and unreliable war machines and Crossbreeding-casting Moulder warlocks. Or has one's warlock engineers conjure up some unimpressive elemental summons. Or has one's pretender or the occasional gray seer muster a few cohorts of the undead. Or a dozen other valid strategies. None of which seem as workable with Skavenblight as with other nations, but you never know.
Hmm. Long post. Longer footnote. Much longer footnote. Bad sign. Must get unworkable mod out of head. Must stop trying to think of ways for Skavenblight to defeat Ashen Empire or Soul Gate Ermor(I gots nothin' so far. Fear, starvation, no warpfire- and jezzail- susceptible elites, every conceivable edge. Mind you, the skaven might not be all that outclassed tactically, but they've got no means around their strategic shortcomings).
Oh, dearie me, I'm doing it again. Out, out, damn mod!