全面战争:战锤3

全面战争:战锤3

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Chaos Dwarfs Tech-Tree
   
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1.265 MB
2023 年 5 月 4 日 下午 11:26
12 月 5 日 上午 8:42
17 项改动说明 ( 查看 )

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Chaos Dwarfs Tech-Tree

描述
What does this mod do?
The mod adds over 60 new technologies and new Unit-Abilities and some more to the Chaos Dwarfes Tech-Tree.


DESCRIPTION
Many new technologies have been added, divided into the 3 cathegories, Military, Sorcery and Industry.
The new techs can be found at the end of each category.
The pictures show the new technologies and the new abilities. So feel free to have a look at the pictures.

Original Tech-Tree:
Nothing has been changed here. All efects are as in the original game.

Military Research:
Here units and commanders are improved. There are also 4 additional unit abilities in this research. (The abilities can be seen in the pictures.)

Industry Research:
Here you will find everything your empire needs to prosper. More income, fast building phases, more materials, recuitment etc.

Plans for the mod:
- waiting for feedback.
- complete Tech descriptions



Final Word and Acknowledgements:
After a few days this mod will be added to my "Tech-Tree Compilation".

I wish you a lot of fun with the mod.


I am waiting for your feedback.javascript:ValidateForm()

The compilation of all my tech tree mods is called "Tech-Tree Compilation".

You can find more mods here:
https://psteamcommunity.yuanyoumao.com/profiles/76561198043919449/myworkshopfiles/
52 条留言
SaladOhm 12 月 8 日 上午 10:41 
That is OK Decky, enjoy your Christmas holiday and New Years as well! Family friends and life come first and I would still like to thank you for sharing and putting in of your own time and effort to make something for others to enjoy!

Whenever it is that you find time to work on your mods, I would love to help you if you would like more detailed/specific feedback on this, and in the meantime I will continue to test and if I have any other notes I will add them here in the comments unless you prefer a different method.

I'm not bothered by next year timeline, as it allows me to complete a full campaign with your mod without having to redo (unlike with CA's constant updates lol)
Decky  [作者] 12 月 8 日 上午 9:24 
@SaladOhm : Thx for your Feedback. I currently need to create three new tech trees (Slaanesh, High Elves, and Norscan). After that, a balance update for all tech trees will probably be necessary.

It's difficult to balance them because the factions are inherently different in strength.

But I've noted your feedback and will definitely look into it. However, this won't be possible until after Christmas. Maybe not until next year.
SaladOhm 12 月 8 日 上午 12:05 
Hello Decky! Thanks for making this, I felt the Chaos Dwarf Tech Tree was very much lacking especially compared to normal dwarfs - that one has so many things you can go into!

My own notes on the mod: It seems like the buffs of the tech that youve added to the game seem REALLY good in comparison to what you get in vanilla, which is grteat but the cost of getting this tech I feel should be increased, maybe more trade off.

Maybe certain sections require conclave, raw mat, or armament requirements, or just increased research time, or blocked by existing vanilla tech (If this is even possible). Currently I feel it''s almost unnecessary to go with the vanilla tech and I immediately start with your tech first since it's so good!!

Do you think it would be a good idea to add this? Would this fit with what you have envisioned for the mod? Does it fit with feedback you received?

Thanks for a more interesting tech tree I really appreciate it!
Decky  [作者] 7 月 29 日 下午 9:52 
No the mod adds online new techs. The vanille techs have no changes.
Xaldror 7 月 23 日 下午 12:16 
as an aside, does this mod fix the Unilateral Agreements tech for Chaos Dwarves?
Goldberg 6 月 23 日 下午 4:02 
Hello Decky. All my pleasure, trying to help as I can with my low skills :)

I see, very nice to know it does nothing in case text do not rely to something.
Also, I hope you did not see my message as a "You could do better, it looks easy come on". Not at all that way. I had no idea it was looking that hard and it is normal that, as a passion free time hobby, you cannot get the perfect DB knowledge of CA :)

Unefortunately, it would be such a pleasure to help that way, but my drawing skills are limited to Sticks Men :D

Lastly, thank you very much bout taking the time to answer and most of it, talking the time to explain me all this. It really help understanding the "hidden face" of your work. Work that is just huuuuuuuuge among all those tech mods!

Once again, thanks and cheers! :)
Decky  [作者] 6 月 19 日 上午 2:51 
@Goldberg: Thank you for your feedback. The texts do nothing because they belong to no effect. So there are no conflicts.
Ability Icons are very small and its very difficulty to create a new one (for me). There are so many skills to need for modding. Knowledge of image processing knowledge of the complete CA database knowledge of the asseteditor and much more. Unfortunately I am not an expert in image editing. And therefore I only change a few colours of the pictures from existing skills.

If someone can create great icons in max 48x48 pixel, please let me know. It should be noted that these must be round.
Maybee you Goldberg?
Goldberg 6 月 16 日 上午 9:30 
Also, it seems you forgot some "Norscan units", I noticed those while I was translating the mod, on those in "decky_chd_tech_effects_.loc" :

effects_description_decky_effect_nor_anti_infantry_Champions
effects_description_decky_effect_nor_anti_infantry_manticore_chariots
effects_description_decky_effect_barrier_health_mod_warhounds
effects_description_decky_effect_barrier_health_mod_skin_wolves
effects_description_decky_effect_barrier_health_mod_chd_monster
Goldberg 6 月 16 日 上午 2:27 
Hey Decky! I noticed that the tech for Chaos Dwarves "Projectiles like meteors" got the icon of "Missile strength" for stats giving range. Small mistake, but in case it does matter, wanted to share it with you :)

Cheers, and thans for everything you've done!
Decky  [作者] 6 月 11 日 上午 8:00 
@Lone: 35,000 people use the mod (the mod is also included in the mod compilation). If many of them have the same problem, then it is a mod problem. If only one or a few people have problems, then it is due to the combination of different mods and most likely not my mod.