WsF’ Vampire Bloodlines: Ordo Draconis (Temporarily AI only)

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

Author: Whysofurious

Last revision: 31 May, 2020 at 21:38 UTC (3)

File size: 300.39 MB

On Steam Workshop

Description:

https://drive.google.com/file/d/1u9PpcAYvVgzK3oP9DYDrfdi-nKIcP8Af/view?usp=sharing previous version, for those that have saves before the 21 of June.

  • Templehof was renamed in Ordo Draconis, every text related changed accordingly.
  • The Faction selection screen was changed accordingly, refurbished also with faction and lord effects.
  • 21 New Units exclusively for the Ordo Draconis (+ of course the vanilla blood knights), 4 of them are RoR*.
  • 2 Custom Legendary Lord (Abhorash replaces Zelig van who?; Walach Harkon is spawned via script) with custom skill trees, unique items and more.
  • Walach Harkon will be available in the recruitment pool after the construction of the Ordo Draconis Conclave.
  • 2 custom Heroes, all with tweaked skill tree and custom abilities.
  • 3 unique buildings chains.
  • 14 unique technologies in addition to the vanilla vampires tech tree (+1 new technology replacing a vanilla one).
  • Custom banner and emblem.
  • Some units were reskinned to fit the faction colours (Skeleton, Zombies, Grave Guard and Black Knights).
  • Since it was requested, bald blood knights are back together with haired one.
  • Certain events will pop-up after conquering specific and thematic settlements. These events will provide temporary bonuses.

*Regiments of Renown are recruitable from buildings (campaign cap 1), to avoid editing startpos.

Full Unit Roster HERE

Background and Balance

This mod is oriented towards a vanilla-friendly way of playing the game and tries to offer a different, hopefully, original and funny way of dealing with the vampires while aiming to bring to life one of the Vampiric Bloodlines (for lore discussion, please take a look here).

The faction relies on units of heavy infantry and heavy cavalry, and the idea is to encourage the player to play this way. To compensate for their high cost, upkeep and recruitment time (2 turns each), numerous bonuses will be provided by skills and tech to sustain your army. Unit types will cover most of the usual roster. The high upkeep, recruitment cost and time is to balance the faction as the units are highly skilled.

Buildings and Technologies

Buildings (screenshots above) are designed to be consistent with what you would expect to find inside a fortress or a military base. The recruitment of blood dragons units and heroes is of course possible from these building chains only:

Currently these buildings are available in Sylvania and some other parts of the Old World, i’ll see if there will be the need to expand them to other regions.

There will be four unique technologies at the bottom of the vanilla tech tree. Those techs focus on:

  • Bonuses for Blood Knights, Lord/Heroes and army in campaign and battle.
  • For those sweet bonuses you will have to suffer a bit: Blood Dragons choose not to develop their natural skills in magic, and many of them despise magic as much as they despise ranged weapons. How to reproduce this in an undead summon-centered culture? Technologies will give malus to the upkeep of those non-vampiric units (zombies, skeletons, grave guards, monsters ecc.) and will increase cooldown for all the lores of magic used by vampires.
  • To avoid an easily exploitable technology (Turning Knightly Orders), this technology is replaced by another one agent-centered with the same philosophy as above.

USE, ISSUES AND COMPATIBILITY

IMPORTANT – Faction Unlocker and Vanilla

Crynsos’ Unlocker+ is still required to play the faction.
► The unlocker is not compatible with anything else editing startpos. Please, look also at the Crynsos’ mod page for incompatibilities details. Keep in mind that the Unlocker require also the Community Modding Framework.
► You can run vanilla or unlocker game with this mod in background, the AI will use these units and Lords.

Known Issues
  • There will be some model parts appearing from the distance, this is something i can’t fix now, maybe in the future.
  • Nah, i didn’t manage to give a chalice to Walach Harkon, i’ve already tried and failed miserably.

Compatibility

Everything that edit startpos (except CFU) will prevent the faction from constructing my buildings in nonspecial settlements, keep it in mind.
Should be compatible with everything vanilla friendly, major mods designed for the unlocker (Cataph’s TEB – Kraka Drak and Mixu’s LLs) work fine. For more details, look at the FAQ.
Also, Cataph made this excellent troubleshooting guide, be sure to check it out! https://docs.google.com/document/d/13WhCMaeXeO8yi7X7vEIHA9_h-i6lXvclmC3bf2Z7U6Q/edit

SFO SUBMOD

This mod is part of a bigger project i have in mind for the vampire factions. This project will follow the same lines of this mod, it will expand and make each vampiric bloodline more unique. Up to now, i will do the Strigoi and the Nechrarchs. Every mod inside this project will be based on the lorefulness of the units, characters and such.
The Strigoi are released, and I am working on the Necrarchs, with a complete roster and unit abilities. As you know i prefer to deliver a finished product instead of a unit mod and then change it to an overhaul. For that, it will take a while to be released.

If you want to know more about the project:
[www.twcenter.net]

All feedback is appreciated.

Want more mods of mine? Consider checking my workshop:

You can also check the Patreon page[www.patreon.com] for updates on my upcoming mods and sneak-peek. Totally free of charge, i will not receive any money from it, it’s just a better way to keep in touch with you guys.

Special Thanks

Guvenoren, for his passionate and endless help in vanilla-friendly balancing, testing, suggestions and unit cards, other than his amazing screenshots. Truly an invaluable asset in the improvement of the mod.
Khazmo, for all the lore suggestions, questions, tips and research and for all the help during the development.
Crynsos, for the Unlocker and the help with Startpos.
Mixu and Cataph, their mods are the true inspiration behind this work. Mixu again for letting me use his script and help in the reverse-engineering process.
Mod icon is a re-elaboration of a picture by Chewiemuse, thanks for the permission to use it. Link to his works[www.flickr.com].

Download
Revisions:

Old revisions of this mod are available below. Click the link to download.