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回報翻譯問題
The mod is great and very customizable, i'm having a lot of fun, after reading the readme i realized i can do many of the things i asked about. During these days i've played a lot with this mod and i'm trying to understand some things. Never happened to me that the AI warband replaced 2 heroes with an impressive but i can confirm that i had an impressive while the enemy did not, the commands i was using are: -VER -NSMM -NRMI -NRUDE -CTWE -NIAIW -ESI. I'm really looking to have enemy's warband with impressive while i have all heroes.
At higher rank AI can use multiple henchmans and heroes from a different faction or dlcs, is it possible to customize these features? maybe turning on-off the feature - AI use vanilla units only- or i can customize AI units pick through a specific entry in the database (not an expert unfortunately). Skaven and undead tend to often have multiple units from other warband compared to other warbands, i had match where skaven had 2 ghouls and 2 doomweaver or where undead had 2 doomweaver 1 poison wind globadier and skavens as henchman, is it intended? it's the first time i reach ranks as high as 7 so i don't know for sure.
I completely agree, let's hope is fixble.
Thanks and greetings to everyone as always
No, not for AI only.
No, they don't. All warbands use identical probabilities. You experience RNG. Standard deviation is high by design.
I'm guessing it has to be all extra unused content hidden in the game files? If so it seems there's so much stuff the Devs left unimplemented.
Everything is working nicely and I must say, the non-mirroing of the AI warband throws some (welcomed) curveballs. My rats will remember their last mission against not one, not two, but 3 Vampire leaders!
The DeamonHunt and Gold Rush missions are also a nice change of objectives. I don't know how hard it was to implement, but the fact that modders could do it seems like another of those missed opportunities to improve the game from Rogue Factor...
It took me a while to undestand the code for objectives. Once I did, implementing the additional ones was easy.
I haven't faced three leaders again it's true. But two leaders isn't a rare occurence. And it's refreshing. I also like the random roaming monsters. I'm not sure if that's useful to add henchmen in the list but random heroes, leaders and impressives are nice to see once in a while (in 50 missions, I saw 1 Darksoul, 1 Rat Ogre and 1 Sister Superior).
Having said that, it's not difficult to do.
That is something I had thought at some point, that or disallowing Overview, as a Deadly difficulty feature. But I came to a conclusion that removing features is not exactly interesting way to increase difficulty, and, secondly, there is a narrow line between "harder" and "just more annoying". So I decided to ask DV to create the feature of capping Backtracking to 2 on Deadly instead (forcing people to use Perception instead of just walking around and undoing repeatedly).
Difficulty that just makes enemies beefier: Bad, but sometimes unavoidable unless one wants to allow AI to cheat, as making AI better is way above our pay-grade of volunteering.
Difficulty that removes features: Bad. Increasing difficulty should force me to make use of all tools at my disposal, not just take the tools away.
Difficulty that adds new features: Good.
Hence why ParaMod has the following ways to ramp up difficulty:
Hard: Daemons start appearing. New feature compared to Normal gameplay.
Brutal: (also) Ambush/Sneak Attack scenarios appear. New feature compared to lower difficulties.
Deadly: Backtracking limited to 2. Not a new feature, but removes the training wheels from Players, since AI can not backtrack. Not Backtrack 0, however, because, as mentioned, there is a line between harder and just plain annoying.
...Sorry if this was a bit out of topic, there was feature creep in this very comment as I wrote it.
As you are allowing the dramatis personae to be available once the campaign is finished, do you think you could create a special mission as well to kill other warbands dramatis personae?
By that I mean:
- Campaign is finished, you unlock your dramatis personae.
- If you take him in a mission, there is a chance (same as ambush mechanic) that the mission changes and that the ennemy warband also get their dramatis personae (if ennemy warband is distinct than your own). The mission additional objective becomes to kill that additional Dramatis Personae.
- Ideally this type of mission would trigger only 7 times (one for each of the potential ennemy Dramatis Personae) but I don't know if a counter per warband is possible.
- Ideally this would only occur for deadly difficulty mission so that the dramatis persona gets the usual buffs.
- Alternatively, instead of mimicking the ambush mission system, it could be its own mission type that you see on the general map with the deadly difficulty hardcoded.
Do you think that would be 1) feasible and 2) interesting?
Change the mission like ambush? Probably not. Either create a leaderhunt mission on the map or spawn a 2nd objective in addition to the normal one.
Once for each potential enemy? That is easier said than done. Requires meddling with savegames. Probably not.
To answer the questions:
1) Feasible?
Yes it is.
2) Interesting?
I think so. Players see a unit they otherwise woud not.
Leaderhunt as an objective might be too easy, though. Compare it to Marked for Death.