Выдержки из руководства для игрока в демонический мод...
"...на демоническом языке"
Chaos God Worshp
The Daemons faction starts following the Undivided Daemons path. All gods equally favour the army, granting benefits, abilities and daemons.
Now, at ANY point in the game, the player opts to devote the army to a specific god. This is a serious choice, as by doing thus, he specialises his army to follow a specific strategy and "formation" - simultaneously enjoying benefits, but also suffering hindrances.
In short game terms, by devoting an army to a Chaos God, all the daemons of the chosen God gain serious benefits, but the player can no longer access the daemons and powers of the opposing God.
Daemonic Influence and Instability
Daemons are entities of the immaterium. As such, their existence on the material plane is inconsistent, or "Instable". Greater daemons and most Daemonic commanders are not affected by Instability because of their potency, but ALL the lesser daemons and daemonic monster of the Daemons army do.
Most daemonic buildings project an area that offers Instability Protection (Daemonic Influence), as through them, a portion of the immaterium is "flooded" on the material Plane.
Besides improved morale damage resistance, all protected squads also gain increased regen and higher HPs. The more the buildings, the greater the benefits.
Demonic influence provides instability protection - but also increases hps and morale protection. (Thus, even creatures immune to instability, as well as all commanders and daemons - own AND allied - are also benefited by Daemonic Influence.)
Demonic influence manifests as a red-ring aura. The intensity of the aura denotes the measure of the protection. The more intense the aura, the greater the protection - but even the mildest daemonic influence will provide instability protection.
>How to provide Daemonic influence (how to counter instability)
- Build more Warp Gates, (scarer them across the battlefield) and upgrade them.
- Capture LPs, build shrines and upgrade them.
- Build Warp signatures at the places you want fast instability protection.
- Ultimately, build the Hell Spawn, and keep your squads close to it.
Hint: Nurgle's daemons are far more resistant to instability.
Instability Drawbacks
When away from Daemonic Influence, daemons gradually lose morale (also counts as "stability" meter).
Once this drops to 0, each squad will become "instable". Besides the normal broken modifiers, it will also start losing hps, and be unable to reinforce. Unless under the protection of daemonic influence soon, the squad will deteriorate into nothingness (die).
Instability and Buildings
Daemonic buildings are also subject to instability, but in a slightly different way. They get "instable" once there is no Warp Gate (HQ) in the army. That is, the Warp Gate is the actual link with the warp, and once severed, the whole army deteriorates!
Allies of Daemon faction
Factions that agree to ally with Daemons are so enticed, as they get many benefits:
1] Allied Daemons and Commanders get serious protections if nearby Daemonic buildings (max hps, morale resistances, better regen, damage resistance, etc).
2] They can be benefited by the powers of the doom pit - each God grants a different benefit. Some spells like invulnerability, cloak of darkness can also be cast on / affect allies.
3] In case of excessive resources, they can use the Daemonic Trade abilities so that all would better their economy. This is very usefull in maps with low requisition resource, as the power can be easily traded for req.
But there are also risks and hindrances:
1] Their power resource income, will be lower if shared resources is enabled (as Daemons get no power resource bonus).
2] Even without their consent, the Daemon player may sacrifice an allied infantry unit to get the benefits!! (Not implemented yet)
Hints
Hint1: Squads with no morale bar are immune to instability.
Hint2: Bigger squads (more members) are more stable and they suffer less severe morale degen when not under daemonic influence. Nurgle daemons are also far more resistant to instability.
Hint3: Allies of Daemon faction, are also benefited from daemonic influence. First, their commanders gain the Daemonic Influence aura benefits. Second, allies of Daemon faction that are also Daemons, gain all benefits and instability protection as well.
Hint5: With NO Warp Gate, buildings also suffer instability, and the whole army deteriorates!
Hint6: Buildings and daemonic vehicles are NOT "repairbale". Instead, they have regeneration, which gets more serious as the army progresses in tiers and petition specific daemonic gifts (researches).
Hint7: Daemonhunters, the bane of daemons, is quite difficult an adversary. In order to stand your changes against the grey knights (to slightly better the odds), go Minions (grey knights better fight Greater Daemons, than a swarm of lesser ones), and chose the daemonic soul gift. Slaanesh would be the best God choice, as in this case "charms" work better than any other option.
Resources
Req: Just like most factions, the more you get, the more creatures/buildings the Dark Gods grant.
Pow: Daemons call this daemonic pow, but it's the same with other factions. It is used to get gifts, cast powers and petition for greater daemons.
Infernal Trades: Each of the I-III types has its usage: The I type is the slower but you do not lose ratio. Use II if you need more and fast, and have some to lose. Use III, if you need EVEN more and EVEN faster, and have excessive amounts of the other.
The to-req, will be more useful if allied, and have been given large amounts of power. (Or if overwatch is forgotten...)