全面战争:战锤3

全面战争:战锤3

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Spirit of Grungni mechanic scaling adjustments - SFO
   
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overhaul
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2024 年 6 月 11 日 下午 8:20
2024 年 7 月 20 日 下午 7:29
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Spirit of Grungni mechanic scaling adjustments - SFO

在 Cerb 的 3 个合集中
SFO Hardcore Mode
82 件物品
SFO realism and depth collection
72 件物品
Playtest New Mods To Be Balanced
115 件物品
描述
An expansion and slight redesign of the Spirit of Grungni summon unit for Malakai's campaign.

Instead of starting with a ridiculously strong airship for a small amount of time (which just makes you wait before you fight, sleep time), you start with a permanent (until severely damaged) airship to summon with much weaker capabilities. As you upgrade your airship buildings, your ship will upgrade alongside them until it becomes the superpower it's supposed to be.

At t1 and 2, you get the prototype airship, without mounted cannons, bombs or an overchargable engine. It will still deal damage but not solo armies anymore, and is more of a support.

At t3 and 4 you get the foundation airship, with the basic features but not completely done, it has weaker cannons, can be upgraded to have bombs, and a basic overchargable engine.

At t5 you get the masterwork airship, the fully realised and finished design, with large cannons and a full compliment of crew.

Additional features:
The thunderbarge will now keep at range instead of trying to mount whatever you click to attack - its cannons are now its main weapon.

Passive bombs have been removed entirely, instead, once you upgrade your engineering workshop you will unlock bombing abilities similar to the current gyrobomber, and another one that is more reminiscent of a dreadquake mortar round!

Redesigned the overcharged engine, the longer you keep it on the more damage it will deal to you and the less the effects will be. Turning it off however has a 30 second cooldown, so there's a lot more depth to its usage instead of just having it on all the time as you likely do now.

Added a disengage for the airship, once its taken 75% damage, it will retreat from the battlefield for repair and rearm regardless of its morale.

Always open for feedback <3




Known bugs/to be fixed:
I havent worked out how to remove the cannon graphics yet for the prototype variant (the one you start with), so they will still swivel and fire at enemies, but no projectile will spawn so they wont deal damage.

The main attack for the different weapons comes out of the middle of the blimp, which you wont notice unless youre paying close attention but its there, it works just fine and is only one of many attacks so youll likely not realise unless youre staring at it.

Ty for balz for some inspiration on the -ld buff to disengage





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I always appreciate support to keep my mods updated and new ideas flowing. I've never asked in the past but motivation comes and goes, and important people in my life don’t consider this a good use of my time, so times change I guess. I’ll always try my best but hey, incentive never hurts.
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33 条留言
The Dutchman 12 月 13 日 上午 9:13 
Ignore Khazukan Kazakit-ha!. Known troll that spams braindead questions on mod pages
Khazukan Kazakit-ha! 12 月 5 日 下午 9:48 
ah okay, thanks i guess friend!:steamthumbsup:
Cerb  [作者] 12 月 5 日 下午 9:45 
it makes it so the spirit starts weak, and grows stronger as you upgrade its buildings, but is always there permanently in battle (never disengages until less than 25% health)
Khazukan Kazakit-ha! 12 月 5 日 下午 9:40 
does this mod here fix something in particular for the vanilla game?
Cerb  [作者] 3 月 5 日 下午 6:24 
Alright so gave it a thorough test, and its working perfectly on my end, no issues with the end teleport or the army they have for that battle. So you have a different mod that is changing it and making it mess up, sorry to say :)
Cerb  [作者] 2 月 28 日 上午 2:48 
I think youre running a different mod which affects these changes. First up, youre not supposed to be able to teleport to the battles with the elves, you have to actually move to the location on the campaign map to start those fights. They are also working just fine for me using this mod, full armies etc.. (just tested it now).

Secondly, youre not supposed to get items when you reach the rank, it should start a quest battle which gives you the item, that you can teleport to.
Mann 2 月 28 日 上午 1:52 
Hi. I have found problems related to malakai in particular its mechanic. First when trying to teleport to the battle to the elves, they are somewhere outside the map and teleportation does not work, but then when moved away from the settlement I was attacked by an army of elves in norsk with nothing but nothing I did not get and did not perform, just a battle with nothing. Also when I reach rank I don't get malakai items. Your gradual progression idea is great, but it breaks everything else for some reason. What's the problem?
Cerb  [作者] 2024 年 10 月 4 日 下午 7:00 
That would be so incredibly against copyright all my mods would be taken down because of it lol
Vanir 2024 年 10 月 4 日 下午 6:54 
Have you thought of adding a sound file that plays when the unit is spawned? Specifically 'X Gon' Give It To Ya' by DMX?
RobotLP 2024 年 9 月 4 日 下午 11:12 
another lovely mod, it's well balanced mostly on open battles and against players, it's not a issue of the mod but on sieges against AI (maybe just some factions) expect it to be a sort of Tzeentchian-style exploit