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
Serve the hive, feel the groove, I control the way you move~!
speaking of which I increased the spawn rate of the infest terrans ritual by +2 flat increase because spending 25 sacrifices to get basically a couple archers is sad.
I also changed the ritual weight so queens should spend most of their time pushing out the creep. I honestly don't know whether this will be a good change or a bad change, but the code is very binary. Either they actively plan to do it at all times, they do it some percent of whenever they can (which would basically be never since creep has to be adjacent to other creep, hence why this is binary and only works when the ai is actively planning to push creep) or they do it the default amount. There are guardrails in place to make sure they don't just paint the entire map purple, and they should ignore most gold producing sites, citadels, mines, etc.
My main concern right now is that the AI really struggles figuring out how to play Zerg. Lots of accumulating overlords in the main base to no purpose. Maybe it would be possible to code AI ritual priority in a way that nudges them away from stuff they won't use well... I hear that the C'tis lizard king mod's swamp spreading rituals work OK in AI hands, but I'm not sure how transferrable their methods would be to the creep here.
Unrelated, but a previous comment brought up Ghosts being unable to shoot. I believe you can fix that by making the "rangedweapon" into "rangedweaponbonus". According to the modding manual, 'This weapon will be used in addition to
any other attacks the monster has.'
I'm making some buildings and units cheaper, which is the main problem I can see. It looks like I overcorrected trying to balance out the economic ramping. infantry also all got a +1 to the base summoning quantity
Zerg seem okay. A bit strong so far, but I've seen them get stomped on.
anyone who's played terrans may have noticed the rituals were entirely fucked. This is because I forgot to account for a rather odd decision on the coe devs part. Basically any time you add a new ritual school, it gets assigned a number. If you add one to the top within the original document, that's fine. number goes up. But if you add one to the bottom, everything above it goes up by one. (why not just let me give it a number myself? smh) So, where I messed up is I wrote all the terran documentation in a separate file (so I could still update the main mod) and then copy pasted it over to the main file, at which point I forgot to change all the numbers for ritual schools on the units themselves. (copy paste is the best friend and worst enemy of programmers everywhere)
Anyway, everything should be fixed now, terrans should be playable.
thanks for the fast update btw.
they dont do any damage in battle and only work as foder
let me know if you find any bugs or balance issues. I'll keep patching anything you guys find. It's probably going to be a few days to a week before I roll out the first version of terrans, so you've got a while before I nuke your saves again :)