全面战争:战锤3

全面战争:战锤3

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[6.3.1]Blessed Bretonnia - Faction Update
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18.752 MB
2024 年 9 月 18 日 上午 3:03
9 月 23 日 下午 4:10
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[6.3.1]Blessed Bretonnia - Faction Update

描述
This mod aims to bring Bretonnia, one of the oldest DLC factions, just slightly closer to the consistency of Warhammer 3’s newest factions.

Take a look at the screenshots if you want a quick general overview.


Not Save game compatible, Must start a new campaign.
mixer unlocker hard requirement.

[Compatible optional mods]



Whats Changed..
  • Confederation Hearaldy technologies have been de-linked - speeding up research time. Additionally, there is now an extra option to vassalise a duke instead (including mixer factions) with the help of IfThenOrElse and his mod!

  • A brand new line of tech buffing Men-at-Arm’s units, helping them to stay relevant a little longer in a campaign

  • The SIX different +% industry income techs have been combined into one. This allows a Industry economy to become viable from the start without needing heavy technology investment.

There is still more we can do to improve Bretonnia's tech!

Normally many of the mainline technologies take an extremely long time to research, sometimes even up to 15 turns for a single tech (warhammer 3 factions usually 4-5 turns each). Blessed Bretonnia normalises research times to about 5 turns.
  • Alberic and Repanse are more concerned with launching their errant quests into foreign regions rather than unifying the dukedoms. Both Legendary Lords have a special errantry tech tree in lieu of confederation techs to aid them in waging war in the unfamiliar territory.

  • Diplomatic overseas tech has been wholly removed and replaced with Repanse's Rally the Peasants tech branch.. Personally I found this set of research too manipulative and cheese and just making campaigns a bit too easy and samey after a while.



Bretonnia’s farm and industry both require two synergizing buildings, while novel, is a problem.
Especially in the early game, these buildings quickly consume valuable slots, often at the expense of military structures like the barracks. This severely restricts army composition, usually forcing players to skip most peasant units.

Normally the income disparity between farms and industry is significant early on, with industry only catching up after unlocking SIX! separate technologies.

  • Each set of buildings has been merged into a single one, saving precious settlement space.

  • Load the bulk of the technology boosts back into the base industry building, making it viable from the start.


  • Farms can be built in ‘farmable’ climates: Temperate, Temperate Island and Savannah for bonus income and will offer superior income compared to industry when done so.

    Industry provides slightly less total income but with the benefit of being unaffected by climate or the peasants' economy.



Alberic of Bordeleaux now has access to the shipbuilding mechanic. Functioning similar to vampire coasts horde ships, Alberic is able to upgrade his ship the L'Ermite de Sous far from port and home.

An upgraded ship may benefit from the keen eyes of Pegasus scouts extending its vision range, reduced army upkeep thanks to a vast cargo hold brimming with supplies, or even a private cellar stocked with the finest Bretonnian wines, ready for trade.


  • The Damsel can ride a Pegasus, while the Prophetess has access to the mystical Unicorn as a mount option.

  • Many legendary lords have their loose skills cleaned up and their special skill trees developed.

  • Regular Lords and Paladins have an additional mini skill tree. Prophetess and Damsel also have several brand new skills as well as some reworked ones.

  • Squires eager to prove their worth and increase their chances of being elevated to knighthood have gained a new skill A Squires Duty.




  • A reputation bonus with other order factions aswell as an upgraded version of the iconic lance formation if you prove yourself to be of knightly valour.

  • Green Knight arrives equipped with his unique wargear, traits and some extra QoL such as being able to move the same turn he is summoned.

  • In addition to lords starting with vows already unlocked at high Chivalry level Heroes too will now also enjoy that same bonus.

  • Recruitment for several units such as the Grail reliquae, Men-at-Arms variants and foot squires have all been lowered down a building tier to further encourage the recruitment of these units.



With GW officially making new Knights of the Realm fighting on foot models[www.warhammer-community.com]...we can now happily add this unit to our roster!

Available in two variants, Shields and great weapons. Featuring custom art and models from the GLF team and their awesome mods. thanks!


[Other notable changes]
  • Character starting trait rework

  • Knight characters can obtain Knightly Virtues to follow

  • Significant re-tiering of certain units. Footsquires are now T3, Pegasus T3 etc

  • Flying units have their own recruitment building and it is now in the military support section of buildings. this feels more familiar to WH3 faction building structure and tiering

  • Pledge to campaign has more climate options, making questing vow a tiny bit easier

  • Some LL unique items (Alberics trident etc) have unlimited uses - 2 minute cooldown

  • Green Knight has an extra charge per chivalry level

  • Green knight has large mass like normal heroes

  • Grail Reliquae's aura has slightly better effects

  • Rally the Peasants tech has been fixed

  • Henri & paladins have mentor


    If you have feed back on anything in this mod, no matter how simple or tiny please leave a comment.
  • Not SFO compatible
  • Other custom bretonnia factions are untested
  • Old World Campaign Incompatible
热门讨论 查看全部(1)
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1 月 8 日 下午 11:46
Mod Compatibility Guide
Snotwasabi
246 条留言
MasterMeude 22 小时以前 
Hey. First of all amazing mod. Make Bretonnia feel, at alst, really fun and deep to play.

Little question I have is: is it intended that I cant deactivte the upgraded lance formation when it's unlocked? My knights use it but default and I can't find the button to deactivate it.

It wouldn't be such a problem for cavalry units, but I have, from another mod I think, Infantry that is considered "knights". And well.. These guy now can't be put into a line. And it's an issue. ^^

Thanks again anyway <3
Snotwasabi  [作者] 11 月 29 日 上午 3:16 
yes its easy to change in rpfm. you should be able to complete his quest by building the noble manor instead of the usual armoury for now.

when the dlc comes out and i have to update the mod the armoury will be back along side a few other minor adjustments
thefightintitan 11 月 28 日 下午 9:31 
Seems the removal of the Armoury also breaks Leon's first quest for the Armour of Brilliance, since constructing it is the requirement. I am looking around in RPFM, looks like I can just re-enable it with the checkbox in the building_levels_tables/!blessed_brt_buildings_tier_down
Snotwasabi  [作者] 11 月 11 日 下午 1:05 
I have an update prepared for when the dlc drops. More adjustments to buildings (including the proper return of the armory) as well as green knight changes
starkiller6490 11 月 11 日 上午 8:25 
i love this mod, but i cant recruit royal lake guards because your mod seems to remove the armory. if possible it would be great if there was either a compatibility submod or some other way to get the ship without having to give up the royal lake guard
DEMA 11 月 6 日 下午 3:38 
@Snotwasabi
I decided to check again. I couldn't find any information about the ship anywhere except the mod page and its discussions.
However, I did find several other references to the Bretonnian Fleet. For example, there's a mention of a Galleon that sailed with the fleet to Lustria. It would be a good idea to rename L'Ermite, if it's not too technically difficult and you have the time.

https://whfb.lexicanum.com/wiki/Jean_De_Florette

At a minimum, the problem with your name is that "Sous" essentially means nothing. And if you rename it, the name will have a lore basis.

This isn't the most important detail, and certainly not a criticism of the mod (adding the ship is a wonderful idea). I simply think that, if possible, it would be good to stay as close to the lore as possible.
Snotwasabi  [作者] 11 月 6 日 下午 3:13 
I got it from one of the warhammer fantasy wikis. from where it is originally from i do not know, probably a single line from the old old TT rulebooks.
DEMA 11 月 6 日 下午 3:10 
@Snotwasabi
May I ask where you got the name L'Ermite de Sous for Alberic's ship? I'm translating a mod and have been trying for a long time to find sources to accurately translate the terms, but I can't find any mention of town or province of "Sous" or even the ship itself.
Snotwasabi  [作者] 11 月 6 日 下午 2:49 
Im glad to hear your unit is working nicely! Your idea of industry buildings directly boosting whatever trade resource is in the same settlement is great and easily doable(I think)

For me, the ideal way for industry buildings to work is to convert them into a more trade focused; income boosting building. this would turn brets economy into one more similar to other factions - not a bad solution but not terribly exciting one either. although that solution would still be a step up from the current simple farm only income building.

The main thought tho is to have any additional income making buildings be supplementary rather than mandatory like in the vanillia fields+windmill combo
Dunestyler 11 月 4 日 上午 10:49 
@Snotwasabi
why not make the industry building boost the flat income from special resources in the region?
you could leave the base income of the building lower than the farms, but at least some special resources could raise it above it?
I also did the thing with the citizenry unit. works like a charm.