Advancement of the Great Plan (Additionnal Reinforcements for Lizardmen Factions Vanilla/SFO/Lucky/Radious)

If you liked this item, please rate it up on Steam Workshop page.

Author: Gwenolric

Last revision: 26 Apr, 2021 at 11:47 UTC

File size: 1.27 MB

On Steam Workshop

Description:
Compilation Link :

https://steamcommunity.com/sharedfiles/filedetails/?id=2015053443

Feature: Affect both Player and AI

This mod brings new abilities to all the Lizardmen factions during battle, similar to how Menace from Below is used for Skaven. However, unlike Menace from Below or Raise Dead, the units don’t degrade over time and do not loose HP for just existing. Because of this, it heavily favour Lizardmen with up to 4/7 additional units that they can bring in a battle.

#1:
The Dying Servants :
After unlocking the technology "Determining the Great Plan" from the technology tree, this skill will give all the forces (factionwide) a skill that can summon a Slann Mage-Priest (Heavens) in battles.

Pre-charge:300s
Number of charges : 1

#2:
Territorial Predator :
After building the landmark in Hexoatl "Blessed Incubator", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon an Ancient Salamander in battles. This skill is exclusively available for the currently own regions.

Pre-charge:60s
Number of charges : 1

#3:
Honored to Serve :
After building in any settlement "Geomantic Locus", this skill will give all the forces in your own territory (faction_territory_yours) a skill that can summon up to 2 units of Temple Guards in battles. This skill is exclusively available for the currently own regions.

Pre-charge:90s
Number of charges : 2
Recharge time : 120s

#4:
Bloodthristy Believers :
After unlocking the technology "Sequence of the Great Temples" from the technology tree, this skill will give all the forces (factionwide) a skill that can summon up to 2 units of Red Crested Skinks in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected).

Pre-charge:100s
Number of charges : 2
Recharge time : 50s

#5:
The Unseen Hunters :
After building the landmark in Axlotl "Chameleon Shrine", this skill will give all the forces in an enemy territory (faction_territory_enemy) a skill that can summon a unit of Chameleon Skinks in battles. This skill is exclusively available for the currently own regions of your current enemies (neutral territory is not affected).

Pre-charge:5s
Number of charges : 1

ALERT!!!

Nakai is now completely OP since he get every single abilities to all his hordes globally and with the first 5 technologies. Why? Well guess what, I have no idea which technology is linked to which name in the tech tree. So, until someone is kind enough to provide me with 2 technologies related to the Old Ones and Sotek, Nakai remains busted. And by that, I mean, they gave me the exact name in-game tech_dlc13_lzd_XXX <- this name. Also, I was finishing this mod when the update came, and suddenly I remembered that this moron that die in the first 5 turnsof the game existed. So I was done. It’s like this meme with the kid in the car and the mom saying "Why can’t you be normal?". I try my best to not mess with the overhauls, and by that I abuse the landmarks since they are never removed, unlike some buildings with additionnal upgrades that pop out of nowhere (SFO and the terrorgheist lair for exemple). How do you do that with Nakai? To all Nakai fans, your faction brings me a headache.

PS: If in one of your game, you notice this big dumbass manages to survive past the usual time, and he actually still doesn’t die and wreck your campaign, just say it. I will remove him from this mod for the time being until I finish the other factions. It’s only because I am 100% certain that even with those abilities he will manage to kill himself that I let him be.

END OF ALERT!!!

Is this compatible with Radious/SFO/Lucky/My grandmother’s overhaul?
Yes … and maybe no (for the stats). This mod doesn’t create new units but instead use the original units of the game. Meaning that if it is like SFO or Radious, which modify the core stats of the units, it is compatible. However, at the same time, those units don’t get a single bonuses from the faction, from technology or Lord’s traits. They are the vanilla of the overhaul (or not overhaul).

So that means it works with everything? Right?
Hehe … no. I have only made sure to be compatible with the 3 major overhauls right above. I also made sure to abuse the official landmarks that are almost never removed. BUT as you can see on the description, I use a number of technologies and buildings. If some mods were to remove those buildings/technologies, the mod would not work and most likely will crash.
So, if you download a technology/building overhaul with only this mod (and I mean it, ONLY THIS MOD, which should be the last suspect) and it crashes, that means such building/technology has been removed and you should not use this mod.

Is it save compatible?
Yes. In reality, because it doesn’t add new units and just add abilities to buildings and technologies, it will not crash your game and you can delete it at any moment and keep playing without worrying about restarting a campaign.