May I suggest changing the gear a bit for the Battania faction?
My suggestion is giving all units above tier 2 the Imperial plumed helmet or the imperial infantry helmet, as well as giving many cloaks instead of furs to wear for shoulder armour. It would greatly increase variation and would also give them a wow factor with the helmets.
Also the imperial studded leather armour and imperial simple leather armour kind of looks elven-ish to be honest
Moved this over from the posts. One suggestion I would like to throw out is that the imperium of vlandia needs some kind of light cavalry troop. Something with a lance that can provide screening for the more expensive elite cavalry. Also perhaps like you were talking about some kind of elite paladin unit for them like you were discussing.
Guardian: main function is to shield and push back enemies Meteormancer: Long Range Artillery(fireball or other spells similar to this that disrupt enemies from massive ranges) Healer: if you make the heal spell I suggested of course Rallying Champion: Bolsters morale of friendly troops(possibly could do other functions like auras of spell ammo or regeneration) Abyssal Horror: This would be an idea if you added morale damaging spells. This troop would use magic to make enemies flee. Giant: Uses boulders for ranged damage and has massive melee weapon.(possibly could include a spell to simulate a large weapon swinging the ground such as making a large projectile that can only be thrown maybe a foot infront of the giant but then skids across the ground kicking up more dust for a distance and taking out more foes.)
We do currently have a fear aura! I'll probably need to take another look at the particle effects though, I think they can be taxing on some systems if around a large number of enemy troops. That's why I'm hesitant to add them to troop trees at the moment. The Vlandian's do have a +friendly morale armor at the moment.
Love the rest of the ideas. I'll likely be unable to implement Giants or larger troops for initial kingdom releases, but it is 100% something I want to look into.
you could reduce troop numbers in your mod via the base limit or limit per rank or steward bonus, leader bonus, etc. to cap armies to be maybe half the size or less. This would allow for making the units feel stronger for a reason. I.E. each unit=2 or 3 units if you played vanilla army size wise. Do you have thoughts on what you want each kingdom to focus around? always happy to help out man
Everything is likely to change as things develop, but for the initial outline of kingdom releases:
1. Vlandia - Tech, Defense, Grenades, Xbows (possibly will switch to firearms) 2. Aserai - Magic (duh) 3. Khuzait - Ancient Dynasty theme, Cultivators with bonus auras, invisible horses, etc 4. Sturgia - Melee focus, high armor rating, wild and unprofessional aesthetic, somewhere of a mix of heroes of valhalla with chaos for WH40k. Will use throwing hammers, etc. 5. Battania - Druids of the forest. Strong archers, Nature Magic, etc 6. Empire - Likely will divide this into different types depending on which empire it is, but they will have "old" but advanced technology. This will be a form of tech / magic combined, such as enchanted spears that shoot magic spells instead of crossbows. They will also have death / shadow mages.
Troop Tree Suggestions (9 comments)
My suggestion is giving all units above tier 2 the Imperial plumed helmet or the imperial infantry helmet, as well as giving many cloaks instead of furs to wear for shoulder armour. It would greatly increase variation and would also give them a wow factor with the helmets.
Also the imperial studded leather armour and imperial simple leather armour kind of looks elven-ish to be honest
Meteormancer: Long Range Artillery(fireball or other spells similar to this that disrupt enemies from massive ranges)
Healer: if you make the heal spell I suggested of course
Rallying Champion: Bolsters morale of friendly troops(possibly could do other functions like auras of spell ammo or regeneration)
Abyssal Horror: This would be an idea if you added morale damaging spells. This troop would use magic to make enemies flee.
Giant: Uses boulders for ranged damage and has massive melee weapon.(possibly could include a spell to simulate a large weapon swinging the ground such as making a large projectile that can only be thrown maybe a foot infront of the giant but then skids across the ground kicking up more dust for a distance and taking out more foes.)
Love the rest of the ideas. I'll likely be unable to implement Giants or larger troops for initial kingdom releases, but it is 100% something I want to look into.
Everything is likely to change as things develop, but for the initial outline of kingdom releases:
1. Vlandia - Tech, Defense, Grenades, Xbows (possibly will switch to firearms)
2. Aserai - Magic (duh)
3. Khuzait - Ancient Dynasty theme, Cultivators with bonus auras, invisible horses, etc
4. Sturgia - Melee focus, high armor rating, wild and unprofessional aesthetic, somewhere of a mix of heroes of valhalla with chaos for WH40k. Will use throwing hammers, etc.
5. Battania - Druids of the forest. Strong archers, Nature Magic, etc
6. Empire - Likely will divide this into different types depending on which empire it is, but they will have "old" but advanced technology. This will be a form of tech / magic combined, such as enchanted spears that shoot magic spells instead of crossbows. They will also have death / shadow mages.