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The only problem this Delf Longbow Snipe Target one shot with long range poses, is that when the 1st longbow in the arcane forge list is built, it is a THREE shot long range (7 hex) bow. That's pretty uber... Basically, your hero will be running around with a catapult that can fire 3 times.
Aside from the arcane forge issue, I'd prefer the Snipe Target Delf archer cooldown be reduced to 1 turn from 2. Thanks for this mod! Delves add much diversity of play.
Nothing fancy (especially not the preview-image) , but here you go. I changed the range from long to medium and shortly tested that I changed the correct value, hope it works for you, too:
http://steamcommunity.com/sharedfiles/filedetails/?id=1300294937
1. I like it as it is - keeps things a bit more diverse ( I don't like "flat" balancing - or however that's called - where each sides' version of an unit basically has the same stats ) . Of course then, other species should have some other advantage, though... ( e.g. I gave dwarves a lot of armor-related unit levelup boni in my install, and other things to the others )
2. That should be easy... in the package-manager, create an empty mod, include this one as dependancy, and then edit the appropriate stat in that new mod (should be in one of the ability-packs)
Can't promise it since I'm working on a lot of other things, but maybe I'll look into it...
Could you eventually please increse the priority of this mod (at least to 1 or 2) ?
That would help with a little something I'm trying to mod on top of this...
A poll of the best mods of AoW3 is being organized and this one has been selected among the top 20.
You can rate it and the other 19 mods here: https://www.the-battlefield.com/aow3/index.php?page=bf_poll&pollnumber=27
More info on the Steam forum: https://steamcommunity.com/app/226840/discussions/0/1488866180593890331/
So, sorry, but no idea what's wrong on your end... they technically are close to the highelves, but really should be different in-game.
... Though, maybe one of your other mods takes precedence and overwrites something ( in RAM, not on the harddrive ) , thus causing this behaviour?
Did you also install the required template-mod which is linked above?
For me this mod works ok, though setting it up was a bit weird... ( somehow I have 2 instances of the template-mod in my AoW-launcher - activated both just to be sure, and since that it works )
{STR_cityName} by default. and it is always there even with a rename. it has the rename then the {STR_cityName}. same with the alerts on the right. it still considers it {STR_cityName} Then another is independants that are dark elves only give high elf units
Admittedly I atm. don't have an idea for such a unit yet, but maybe you or someone else might come up with one?
Didn't get very far yet, but I really like the wizards from my starting-army... ;)
Also got a unit to evolve to swordmaster, which also is a nice idea.
One question, though - is this compatible with the "darkelf dwelling"-mod?
Furthermore I did find a few text-problems:
1) In the species-leadership-tree, the 4th economy-option doesn't display the value of the mana-bonus, but rather just "{manaBonus}" ; and
2) the description for the Darkelves' turret also doesn't show for how many turns units are immobilized, but rather just "{thrownetTurn}" .
Now, which of the two should I activate? (I'd guess the one with the number?)
Also, how do I set mod-priorities in the package-manager?
@Stoke :
Are you missing the templates-mod linked above?