Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
i don't see the mod faction to play as
i've tried uninstalling and re-installing the mod 2 times thus far, hasn't worked
The game got a random update a week ago and it's introduced severe bugs.
Outside of that, Dex seems to be missing as they've been gone for some time with no replies. I hope for their well being.
1. The HQ needs "Field Amplifier Relays" as Tau HQ/units have "Supporting Fire"
2. Strike Teams research description needs to mention Breachers
3. Breachers and Breacher Team are missing Markerlight
4. Farsight Pathfinders have "Move Through Cover" while Pathfinders Team and Tau Pathfinders don't
5. Gue'Vesa Auxiliaries are missing weapon's name/description, basic infantry traits and Markerlight
6. Gue'Vesa Team would be a fun addition (with Assimilation granting +50% pop growth) ;p
7. Shas'vre Farstrike is missing an ability's icon/name/description
8. Ghostkeels' two Fusion Blasters aren't Twin-Linked like their Tau counterpart
9. Editor's unit list shows Farsight versions of Kroot Hounds and Vespid Stingwings, unsure if they're used anywhere
10. Editor's unit list shows a leftover "unknown unit", just needs to be deleted
Bug: research for additional buildings per tyle doesnt work.
Features I suggest to change:
1. Allow player to make new cities but like Sisters of battle new one should have only one tile range (unlockable at T6 as a help in late game)
2. Manta strike could become an ability for manta unit which would work just like Da Jump of weirdboy (there are documented situations where whole stuffed with troops devilfishes were deployed this way) instead of just bonus for starting units which isn't very useful or at least I couldn't find a use for it.
This changes would allow for more tactical approach and allow faction to at least try to compete with late game giants like AdMech and Guard where lack of additional resources and unit production really is visible.
The bug triggers because you started not with a st0 in the traits of the firewarrior and pathfinder files.
Example:
<addTrait name="FarsightEnclaves/Spawn/PathfinderST1"/>
This is the start of the traits xxxST1 up to ST10 so the Pathfinder disapear after upgrade.
if you start with
<addTrait name="FarsightEnclaves/Spawn/PathfinderST0"/> up to xxxST9
it works as intended.
The breachers are fine there you started with ST0
It's a minor suggestion, but could it be given that for just such a reason?
The breachers from their unit pack were already removed.
I noticed that the Shield generator support ability gives a 33% min inv reduction to both Farsight and Cadre Commanders, but Farsight is incapable of equipping the shield generator.
My apologies.
Nothing feels too stand out, as of yet, as in, things just feel 'good', but again, more testing will say.
A ton of minute praise for different units, like the Drone Harbinger allowing for an 'ebb and flow' style of pushing then retreating for cooldowns that worked wonders for pushing through the neutral creep.
I said this about your unit pack but it applies here; if I didn't know any better I'd have thought all of this was in the game by default. Same with the visuals. Making them distinct from normal Tau units while not being too obstructive or over-the-top. Well done and good quality all around.
One last thing; I'm not sure how much you care for typoes, but I can't remember if it's on Unit pack Orca or Farsight Orca, but the description says "Hive feel Behemoth" On one, instead of "Hive fleet Behemoth"
Granted; I play in esoteric manors sometimes and always on large (74x74) and drawn out matches (100-200 turns is normal) so my feedback is kind of niche.
For my first match I only built Breachers. A lot of them and that carried me long enough to get Commanders and a handful of vehicles.
I love that the early game units have a place in late game battles, unlike a lot of other factions. Producing Breachers, fire warriors, or pathfinders and knowing they'll have use outside of throwing a done or grenade before getting one shot by pretty much anything is a huge relief. The model increase to Crisis suits allow them to stand against late game stuff and survive and dish it back.
This is one of the reasons I like SoB. Their infantry doesn't really become obsolete as the game progresses because of the various bonuses you can get and mix.
Wow. There are a whole bunch of irrelevant requirments for the Missile Pod upgrade. That was probably me cut/pasting code and forgetting to clean up. Thanks!
Please sharing your thoughts about the Orca and other units from your games.
But I've spent a bit wondering if that wasn't forced as opposed to becoming a new support slot upgrade and left to the player's choice. If it's thematic or elsewise Don't mind it then.
On the topic of the Missile pods, I believe that Farsight was listed as a requirement for them, despite not benefiting from them? I'd have to look again and I could be wrong, so apologies for that, too.
I was using them to try to bolster a frontline with replacement units, which was slow considering the limited production of the city.
I might suggest at least T9, but, I will give it several more games before I give any more opinions on that matter. My apologies if this is at all bothering you. (I found out today that there's a character limit)....
Hmm. The Orca is a flying transport with a capacity of 12 and decent toughness. It's not meant as a competitor for the Stormsurge or Tigershark. It's use is in huge maps where the player needs to reposition their entire army to a new front. A single one of these packed with infantry can snipe an enemy city.
The only other 'balance' suggestions I'd have is looking into when the Orca is unlocked. T10 feels a little late to have much impact, especially when it's not powerful, compared to the Stormtalon, or excessively tanky such as the Killbursta.
Someone I was talking to suggested that it be moved to '7-9' I can't say exactly what I think I'd prefer, their argument was that Tau (And Farsight) already get Stormsurge and Tigersharks at T10, getting another superheavy there, with much less firepower or armor feels outclassed.
In short, possibly consider a tier change for Orca at your discretion?
I made some tweaks and balance changes based on what you and others have said.
I think this patch should work with existing saved games.
For one I'd recommend putting a cost on making teams of any type, since they already have double upkeep. Either a matching ore/food cost or a influence cost, considering it doesn't seem like much uses influence in your custom faction.
Second, to try to gently tweak down breachers without breaking them, I wonder if taking a single model from them (And one from stiketeams) to bring the total to 4/8 would keep them in line with Fire Warriors and Pathfinders, without making them useless.
I'll be doing more testing in days to come and I'll share my thoughts then.
https://steamcommunity.com/sharedfiles/filedetails/?id=3224812677
Otherwise, the mod is fantastic and very fun thanks a bunch for making it!
Main thing I spotted was the Breachers were able to chunk most things I threw them at, from the kestellan robots to Ork cities. Being short range, I don't mind them hitting hard of course. But I wondered if they were a bit too good? I never found a reason to run any other kind of infantry sans 2 pathfinders until I could make Crisis suits. They were fun, I just felt like they made things a bit easier than I expected. Also Auxillaries I believe took a Maulerfiend down (with a mining laser) in about 3 turns, which surprised me for light infantry. They are very good, I just didn't expect light infantry to hit that hard.
Also idm the city buffs, I just noticed that putting 2 of them on the city at the same time gave me a pop a turn, or just about a pop per turn for 8 turns straight and it felt a bit odd. So I was curious if that was expected or not.
The quests are just a copy/paste of Tau. Campaigns are very time consuming to write, code and playtest. I won't be making a custom campaign for Farsight.
The Gue'Vesa city buff is supposed to get you by a if your starting area lacks Fermentation Pools. It is not meant as a replacement for Fermentation Pools.
Quick question: How much of the Events are going to be unique for the story? I noticed after you get past the Imperium/Chaos battles its all the same going forward as the standard T'au missions, which is fine! Just was a bit odd for an Ethereal to tell me what to do when Im actively plotting the destruction of their efforts.
Also should the Guevesa Auxillaries buff stack? Was getting a pop a turn for a while which was kinda nuts lol
Thank you again for your work! Love me Farsight. Simple as.