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报告翻译问题
Yes, it is. Advanced AI may overwrite a few things (I'm not sure), but even if it does, the two mods will be 99% compatible
maybe the combined map will have all mods from the original game inserted automatically.
martial prowes for high elf spears / lothern sea guard, can they fight in 3 ranks with spears like they did in one of the lorebooks.
not sure if there is a table for spear length and reach for weapons in general, but if there is that could prove very useful for any unit with pikes or long spears.
Yes, there are tables for that to change shockwave as well as accuracy. I'll almost certainly make a new mod like this for the new game, but atm I'm not sure if it'll be as simple as adding new tables to existing tables (fingers crossed) or if we'll have to do all new stuff. I'll keep an eye on it. New weapons means new balancing :)
i was thinking abouth the high/dark elven repeater bolt throwers. in previews they seem to be knocking enemies to the ground on impact on the ground next to the enemy, the smoke makes it difficult to see if they actually strafed the target.
but would it be possible to make them more accurate and only deal damage effects to actually hit targets instead of these shock waves which might be what we get.
See Norsca Units in short description.
Also, axes are now AP again. They need to be or else it neuters Norsca missile units. Also, apparently in Medieval times throwing axes were indeed armor piercing. Who know? (Not me lol)
Lowered the DPS of wood elf arrows. They are still the best archers in the game, but they should not be massively OP anymore.
I've noticed the drake gun unit (flamethrower) isn't so accurrate, and isn't great when you've got a unit or two of dwarfs taking on 10 plus enemy units. What should be a huge win for dwarfs turns into a scorched earth battle. To combat that, I have made the flame cannon much less AP. This means while it will not be as effective against heavily armored enemies, it should greatly reduce the friendly fire you take when using this unit to flank and torch enemies battling your infantry. Remember to use thunderers to take out the heavily armored enemies engaging your infantry.
It should work with Radious, but it isn't balanced for Radious. What that means is while it shouldn't crash your game, I've changed a lot of the unit damage values (as well as other things like fatigue) and Radious changes all these things as well. Radious rebalances the game entirely how he feels it should be (which is fine, but his balancing isn't based along vanilla lines), whereas my mod is balanced along vanilla lines.
Plus, he adds a lot of new units, and my mod will of course not change values of his new units.
Best advice I can give you to see if you'll want to use them together is to load them both (mine should overwrite his whenever their are damage value conflicts), and go to custom battle and just look through the units and see if the damage values are similar enough for your liking. If they are, you can run them together.
~Regards [VirV]GhostRider
Fair enough. I also had issues, and I can't play my current campaign atm b/c a Brettonia mod I use needs updated to work with the release, and my game crashes if I remove it. Big additions are always fun lol
i will inform you about all i find, but at the moment i had some issues with the big brettonia update and i had to start over with the installation of the game. it might take some time before i can pass on any new info.
@vaa
It likely does conflict with several of those mods, but it shouldn't be a game crashing issue, it should simply change the values based on load order.
I also use Cataphs magic closer to tabletop, cataphs the sourthern realms, and all tabletop lords with no issues, so it's definitely not those mods.
It likely conflicts with steel faith and it may conflict with longer battles morale mod, and Realistic Climate Battle Change (depending on the version you are using - I use the version with just weather effects, no unit changes without issue).
I have also just updated it for the new Brettonia release, and it's possible that it's lack of update caused an issue. The mod is designed to overwite conflicting values in other mods (by loading "later" and thus replacing their values). However, there are no new units added, just values changed, so it shouldn't cause crashes, but rather it would just overwrite values.
Let me know if it is still doing it now that it is updated.
"unit formations" by crynsos
"steel faith overhaul" by steel faith
"Realistic Climate Battle Change" by sionae
"Longer Battles Morale Mod" by lucky spade
"cataphs magic closer to tabletop, cataphs the southern realms and cataphs regiments of renown"
"all tabletop lords" by emsdunna or
"norsca overhaul mod by mixu" and "mixu's mousilion unit pack"
im running all these and more and the first few turns and battles were no problem but i did crash when shooting a goblins recently.
maybe the fatigue or the weather condition modifier for shooting changed in "Realistic Climate Battle Change" is a problem? i hope they would be compatible, and maybe its the overhaul by steel fate.
what would be your best guess? ty for the great work :D
Witchhunter and Dwarf Master Engineer reload speed hastened significantly and damage increased significantly. Will now be relevant combatants in battles, rather than just buffing agents. Will be best used for killing strong, single units. Will still be weak vs. mobs.
Cost of recruiting flame cannon greatly increased.
Cost of upkeep on flame cannon greatly increased.
Increases are for balance sake. I didn't want to weaken the weapons, but they are too strong for their price.
Ironbreakers ammunition reduced (now have the same amount miner's with blasting caps had). Imo, they should be throwing a grenade or two then attacking, not lobbing grenades all battle.
Dwarf Miner's with blasting caps - ammunition trippled. If anyone should be carrying loads of grenades, it should be the guys who do that for a living.
Vargulf: Attack, morale and health increased. It's a tough monster, but not tough enough.
Terrorgiest: Attack increased, health increased, damage increased, morale increased. This unit was always weak, imo. It's supposed to be a dragon, and it's pretty worthless. Now it's been upgraded. Not as strong as a chaos giant, but very close. Defense is still weak, but offense is much, much better now. Now it's an extremely dangerous flanker - fly in behind units engaged in melee and tear them up.
I agree with your point.
just free company militia's skirmish button felt like an error. cause it's not works.
Thanks for response.
I reduced their range and accurracy because I didn't want pistoliers to be snipers (and the role is already occupied by longer range units like the handgunners). Pistol units (like free company militia) are now essentially a melee unit with a heavy hit before they close to melee range. You can also use them to flank and just have them shoot into the backs of enemy units. I didn't want them to have a long range, which is why it's so short
Skirmishers who equipped pistols lost their value.
They can't hit and run anymore because short range of pistols.
especially free company militia does.
How about increase range and decrease accuracy?
Main Improvement - I finally figured out how to get the goblin catapult working as intended. Now the goblins explode when they hit (as a goblin strapped full of grenades should). Essentially, the goblin lobber is now a mortar on the greenskins. It is not quite as powerful as a mortar, but it is much more accurate.
Secondary Improvement - Empire rockets had damage increased in an attempt to make them relevant. They are now basically an upgraded mortar, but still have limitations of non-mortar artillery (can't get troops on walls well, etc.).
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@Legionarius: Thanks! Glad you like it!
Changes:
Elf's are really good archers. As they are in pretty much every fantasy game. Their damages are unchanged (whereas I reduced damage on all other race's arrow troops), and per my other changes their reloads are quicker. They are the fastest reloading arrow troops out there now. MOST of their units still have the weakness of not being AP (with the one exception that CA decided was a magic arrow and thus AP - I didn't alter that decision).
Should still have plenty of time, but can't just take all day now.