安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题
Tell me which area of them make them so OP and if it's fair I shall nerf them accordingly.
Balance talking, I think it is better if Kossar Hunters become a ROR unit, because the unit is pretty OP now to spam at the late game :D
The hunter might even join the Dogs of War mod :D So anyone with money could hire them
I'll bump Kossars (rifles) from 550 to 650 and Kossars (Line Infantry) from 680 to 700.
This is pretty much a Kossar only mod and a Kislevite warriors unit would feel out of place.
And as much as I do like the classic Kislev colour scheme, manually recolouring tex files is usually a pain and is also kinda hard to get just the right RGB balance and saturation, so I think that I will just stick with default faction colours rather than go for fixed colours.
But they never had bayonet combat animations in the first place!
As it is stated in the QA section, they are actually using vanilla handgunner's animations, not custom ones, so they are working as intended.
You are either confusing this mod with another mod or at a certain point you were using a mod that altered all the handgunners' vanilla animations and now you are not.