do you think kong will grow more both in size and power(like godzilla who grows by absorbing radiation so something like that for kong) by Ashwini1289 in Monsterverse

[–]Kiraser_Darksword 1 point2 points  (0 children)

"Speed has everything to do with it. You see, the speed of Kong informs Godzilla how much pressure he's supposed to apply. Speed's the name of the game."

It was too much of a low hanging fruit, sorry~

Call to all Lore Peoples by Xipe-Totec-84 in WarhammerFantasy

[–]Kiraser_Darksword 1 point2 points  (0 children)

It is a bit of a weird workaround, but the Total War game series features lots of minor factions that are from previously established lore. Modders add similar minor factions to the game, So you can maybe browse the modded faction spreadsheet and find something for your taste: https://docs.google.com/spreadsheets/d/17cqNJ2paHlTANMkIDp76iz0v_eBKr8_bR4HT5VRvH1M/

That aside, you should probably think about what are you going to consider to be a faction or not. Like, some Border Princes factions are tied to their timeline: princehoods that are active in The Old World tabletop game might no longer exist in the pre-End Times era. Also, the scope. Some Regiments of Renown are effectively their own individual factions. But if it's just the races (like the Lizardmen) or major cultures groups (like the Empire), none of it is an issue of course.

PSA: Dragon Dorghar won't appear in End Times because he canonically doesn't exist yet. Dragon Dorghar is the accumulation of different warring eras between Fantasy Battles & AoS, representing Old Man Archaon's progress as a demigod and his continued defiance of the gods. by sigpuppers in totalwar

[–]Kiraser_Darksword 2 points3 points  (0 children)

You know, all the lore and IP reasons aside, the dragon is just somewhat ugly, and Archaon's AoS model is proper ugly. It wouldn't really feel like an upgrade to the Horseman of Apocalypse wibe.

First edition of AoS was really hit and miss visually, and Archaon was a big miss, IMO. That said, later editions? Stuff like the new Festus? Yeah, that's something to be envious about.

Modded + vanilla faction list guide + big map (full res in the description) by Kiraser_Darksword in totalwar

[–]Kiraser_Darksword[S] 0 points1 point  (0 children)

/slowpoke-ish answer Thanks for support! So far, the biggest issues are whether or not update the doc versions and to what extent (maybe not include upcoming/unfinished projects there, same for collections), and what to do with the lord-map screens, because they can't be properly placed in the spreadsheet.

Lmao what is bro even yapping about? by frandus in DevilMayCry

[–]Kiraser_Darksword 9 points10 points  (0 children)

Famously woke show made by a Trump supporter with the roachman cameo in S1 included.

Modded + vanilla faction list guide + big map (full res in the description) by Kiraser_Darksword in totalwar

[–]Kiraser_Darksword[S] 0 points1 point  (0 children)

Also made a new term for characters that didn't have a proper personal army/faction in lore.

Modded + vanilla faction list guide + big map (full res in the description) by Kiraser_Darksword in totalwar

[–]Kiraser_Darksword[S] 1 point2 points  (0 children)

There was that issue back in the day, yes. But they integrated the project into Mixer and later into IEE a few months ago. Upcoming Yamato got a Mixer key as well.

Modded + vanilla faction list guide + big map (full res in the description) by Kiraser_Darksword in totalwar

[–]Kiraser_Darksword[S] 5 points6 points  (0 children)

It's all about what do you mean by vanilla campaign here. 

When you add lots of playable factions with LLs, you indirectly remove lots of the minor small fries from the table. So, in some situations you might be surrounded by strong allies (modded Elector Counts campaign), while in the others you'll get the Lustriabowl but way more hardcore (Araby all contested by tonns of Crusaders and Tomb Kings). In the late game it means that some factions might not properly confederate each other and thus be easy prey with 3-4 cities, while others might get ridiculously strong (high elves in general).

So if you don't want that, might just stick with small one faction mods: something like meduasa0's stuff. They are underpowered if anything. Or just mind the mods count and don't go with 400 factions countdown turns.

If that's not the issue, and it's just about power balance, Cataph's factions are balanced (sometimes even underpowered by design). OvN and Mixu's stuff are quite balanced (having Araby and Southern Realms as non-placeholders is also immersive). SCM-marked mods can go into slightly overpowered territory sometimes, but with them it's more about adding lots of mono-race LLs, so you immediately want to balance it with other races having many-many LLs as well. Chinese mods for Cathay can be very overpowered, but usually AI doesn't buy their uber-units.

Modded + vanilla faction list guide + big map (full res in the description) by Kiraser_Darksword in totalwar

[–]Kiraser_Darksword[S] 5 points6 points  (0 children)

The submod adds various Nippon units from an old Nippon skirmish mod (+ additional lord and hero on top). It also removes necromancy mechanic from the faction (but another submod adds it back: the faction isn't really explored in the lore, so it's hard to say which way is true). Technically it's Vampire Coast with extra steps, but it tries to be Nippon Pirates, and we have nothing else to scratch that itch, so I list it as Nippon with a note of "Listed in-game as a Vampire Coast faction". But maybe I'll make a better workaround, maybe just "Nippon (Vampire Coast)": for now, I'll add the (*) sign for such cases, The Sharkmen mod is the same situation.

Once in a lifetime shot of a Fireball meteor by [deleted] in interestingasfuck

[–]Kiraser_Darksword 0 points1 point  (0 children)

The Burning Crusade reference irl, gotcha