ติดตั้ง Steam
เข้าสู่ระบบ
|
ภาษา
简体中文 (จีนตัวย่อ)
繁體中文 (จีนตัวเต็ม)
日本語 (ญี่ปุ่น)
한국어 (เกาหลี)
български (บัลแกเรีย)
Čeština (เช็ก)
Dansk (เดนมาร์ก)
Deutsch (เยอรมัน)
English (อังกฤษ)
Español - España (สเปน)
Español - Latinoamérica (สเปน - ลาตินอเมริกา)
Ελληνικά (กรีก)
Français (ฝรั่งเศส)
Italiano (อิตาลี)
Bahasa Indonesia (อินโดนีเซีย)
Magyar (ฮังการี)
Nederlands (ดัตช์)
Norsk (นอร์เวย์)
Polski (โปแลนด์)
Português (โปรตุเกส - โปรตุเกส)
Português - Brasil (โปรตุเกส - บราซิล)
Română (โรมาเนีย)
Русский (รัสเซีย)
Suomi (ฟินแลนด์)
Svenska (สวีเดน)
Türkçe (ตุรกี)
Tiếng Việt (เวียดนาม)
Українська (ยูเครน)
รายงานปัญหาเกี่ยวกับการแปลภาษา
The Active folder contains all the loose files for the mod, separated into the Content, Local, and Shared sub-folders. This is located within the DevKit installation.
The built folder should contain the pak file after the 'building' process has been completed. This folder should be located in your AppData folder, for example the path would look like:
C:\Users\[USERNAME]\AppData\Local\ConanSandbox\Saved\Mods\ModFiles\[MOD NAME]
The buttons for the active and built mod folders in the DevKit's mod information panel should help access those locations quickly.
There is a very wide scope of information that can be found there, including much of what is written in this guide.
I finally got around to updating the DevKit to compare the changes from Age of War. What I find rather 'interesting' is that Funcom decided to change the base stamina costs of all weapons instead of simply adjusting the stamina cost multipliers per attack, which would've been far less time-consuming and carried the benefit of easier tweaking in the future.
In fact, they seem to have gone out of their way to remove any variance in stamina costs in ComboRules. I'm not sure why, maybe whoever did it just wanted 1.0s for their OCD.
I like the idea of raising stamina costs (in fact, I had done that with Glory), but their implementation leaves a bit to be desired. To avoid being the backseat critic, I'm half-tempted to get the mod back in good condition, but we'll see.
Part 1 of the rewrite has arrived, focused on data tables. A new section has been added detailing the creation of modded data tables in general, while the space saved from the existing ItemTable and ComboRules sections have been spent with adding more information. An 'ItemTable in Depth' Addendum may arrive, but I haven't decided to include it yet.
I may go over it again to smooth out any awkward sentences / typos.
The structure selection appears to make searching Data Table structures easier, but likely nothing beyond that.
The thing about the mannequin is a little vague, it sounds like it would be for animations that are imported (not animations that are already in the DevKit). I may have misread it, though.
The text file with specific edited assets, at least with regards to combat, seem to be focused primarily on the dual wield weapon animations, probably to address NPCs not hitting with their offhand weapon (something I fixed for my mod a year ago), but either way nothing too crazy.
I'm not sure if the DevKit update will cause issues when new mods are loaded into the pre- Age of War version, but to be safe I'd recommend waiting (or avoid the update using the .bat method as described near the top of the guide).
I'm still bothered by the state of the Shop, some of the prices I saw appeared exorbitant based on what was included. I haven't done a deep-enough dive into the features added since 3.0 to determine for myself whether the gameplay side has really improved, though at the very least the new idle animations are alright.
As it turns out, not very much had actually changed within the DevKit for the combat system, so Glory of Combat only needed a basic re-cooking for it to function again. It's still, in my opinion, an improvement over the base game, and while I think it would pair nicely with the changes in Age of War, I'm hesitant to release it back into the public until there's some change to monetization.
(generally speaking the prices have been way to high but they seem to be moving in the right direction)
I do like the addon and the new features, and if it keeps going long term, i think some of the new stuff is adding less reliance on mods in a pretty good way. overall it seems more moddable.
I would personally appreciate and update to this guide. and combat/animations/interactions is one of my favorite kind of things. granted i would have loved that they had remade the game to a UE5 engine beast rather than stick with what they have.. but hey. cant have it all apparently.