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Not until release. This is at least two years from completion. This will not contain any Warhammer trademarks. Once this project is complete I plan to contact Games Workshop in regards to licensing.
There are many players who would like to see ridiculous changes, similar to what can be found in mods like UA; but these players will play a few skirmish games against the AI every month - nothing more.
The real fans are the ones who have been playing the base game almost constantly, sometimes for over 10 years. Those are the fans you need to ask, if you want your Remaster to be popular.
Do not make ridiculous/unbalanced changes, for the sake of change.
Proper movement for jet-type aircraft as in:
https://www.youtube.com/watch?v=JQKUeFWVduE
...with only helicopter-type aircraft being able to hover in place. All jet type aircraft merely can circle a position or move in, unload, move back, repeat (move back point = the direction they came from to not make them fly right into enemy AA). Also not every single unit should be capable of attacking aircraft but only such that are meant to, which would actually require proper mod support, so it's unlikely to happen.
Also all aircraft should be capable of landing (required for repairs, allows helicopter type aircraft to take passengers).
Ingame hotkey changing, so that I can do that if I notice a key conflict during a battle and not only after or before.
Fixed attack preference: The attack option to prefer structures over other targets doesn't work. Units with this setting will just attack regular other units and in fact ignore other structures, even turrets, resource structures, production structures and all the rest. A new toggle for prefering aircraft as targets before any other unit.
A toggle specifically for units that deal area damage that hurts my own units if they're hit: don't fire that weapon if my units are in range [on/off].
Not just 1 type of stealth level but 2, allowing nether shift stealth movement aside from just plain detectable stealth.
Fixed pathfinding for infantry:
No longer make room for any other vehicles, which always only just causes major issues, like squads spreading out all over the place, units getting stuck or my own infantry making room for the enemy vehicle when it wants to retreat.
There should be crusher levels for vehicles and crushable levels for all units: Titans being able to stomp onto anything, large vehicles being able to squish smaller ones and medium infantry, medium vehicles being able to squish small infantry. Currently a Baneblade can be swarmed by small infantry units and is unable to move anywhere then because the tank can't just roll over the small unit spam.
Range circle for deepstrike that isn't global range.
Attack range fix: A main weapon should be defined for each unit, if it has multiple turrets. Some mods grant vehicles turret weapons with longer range than their main weapon. If I then send in that unit on auto-attack it'll never use its main weapon unless an enemy moves itself into range. If the main weapon would dictate a unit's weapon range this wouldn't be an issue. The same also happens for infantry squads set to ground attack attack option (the game's standard settting): instead of having all squad members move in until they're in maximum weapon range all of them stand around as 1 or move units with longer range weapons can already attack. This would only be ok if the squad was set to distance attack mode, where it should make use of maximum weapon range.
While doing a kill animation in melee combat the unit doing this is set to be invulnerable but it's still 100% affected by moral drop and debuffs. Kill animations are also bad vs fast reinforcing infantry squads, as they cost time, which wouldn't be an issue if the kill animation would increase the reinforce time of the affected squad by the duration it plays for. If one unit performs a kill animation while the squad is ordered to move back it's solely left behind and doesn't just teleport to the squad if a certain distance limit is exceeded once done.
The IG's tunnel transportation network doesn't give any hint from which structure any of the units can be pulled. A simple indicator icon of the structure and a line drawn to it on mouseover for both the battlefield and the minimap would help.
For construction I'd sometimes like a view option that turns all squares where I can build green, everything else red. Mainly like 9 fields around the structure I'm having on the cursor, trying to decide where to place it, helping me highlight where to leave how much space for units to move through etc.
An auto repair toggle for construction units would be neat.
The game should handle global effects differently: currently even global effects seem to act like an aura, making the game lag horribly the more they add up, I assume because of a pointless "Is this unit in range for the aura ?" check on a global effect. Auras that are global (actually depends on map size) should drop that range check to make the game lag less.
Christ, THIS ONE! This one is in the base game as well and it's bloody annoying a lot of the time. Mainly for the Space Marine Tactical Squads when you have given them missile launchers.
Huh, didn't know that the Burn Stance was broken. Welp, not using that again. Other stances and preferences would be aseome though. Especially the AoE one. By the Emperor, I hated using the Vypers despite how good they were because 99% of the time they were: Oh a brawl? LETS HELP! FIRE THE ROCKETS! If the Vyper was an Ork unit I'd get it, but FFS, Eldar are smart bastards.
For most races I would agree but for Orks this would be a bad move as they have large squads but very limited Waaagh! resource. Then again I suppose you could just use it on smaller squads and then manually reinforce the big 'uns.
I haven't used it much but I love this idea.
You need to elaborate more on this for me. I think I'm missing your point to the issue. I usually like when a unit is in a kill animation because then my squad can reinforce and possibly be saved or win the fight.
I really like this idea. Stealth is very... Not quite OP but very, very powerful. Many times my scout squads have been able to just wipe squads out with no danger to themselves. Unless my opponent figures out that they can throw grenades and some AoE effects without a squad target. :P
Eeeh, not a huge fan right now. The vehicles are powerful enough as it is. Don't need a line of Russ's mowing down my Sisters like a combine harvester. :P