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










Functionally I did indeed think about something like the Dragon Cleaver tank gun. Slow fire. Strong precise impact. A very strong scalpel, not a sledge hammer.
I am not sure about the presentation though.
I could think of many cool effects I could use. But at the same time I don't want to come up with some crazy energy beam that doesn't fit the Dwarf aesthetic.
I am currently thinking about using the Dreadquake mortar projectiles and just speed them up like hell. They look kinda cool. We will see xD
Thanks for the ideas! I am rather confident that I will look further into it in the next month.
The arrival of the next DLC would be a nice opportunity to introduce a new airship into the mod.
I am not sure if I am against basic archers taking it down. If your "core of the fleet" as you called it isn't properly defended by the rest of your army thats kinda your own fault xD
I wouldn't split up its purpose though. The game doesn't allow you to properly command different weapon types independently. Its probably the best to have the player directly control the main gun and have the rest as independent entities that shoot at anything in range.
For the latter smaller cannons are fine. Gives it a nice atmosphere of gunpowder and explosions.
But the main gun needs something special.
While its true that some busted units aren't necessarily the end of the world, I do prefer designs that can be used in more meaningful army compositions. Its just more fun to me to have multiple army pieces fit well together instead of just one steamrolling everything.
With that being said, a flying artillery piece that is almost useless in a low range scenario does sound like exactly that. It relies on strong support from the army and is only a very specialized long range tool. I can see that. I am not sure about the gun though. Just a cannon sounds kinda boring.
Regarding the flying fortress concept. I like the design idea a lot. A flying fortress like that with 6 huge rotors or something and a battery of 16 aiming cannons aimed at all possible and impossible directions sounds cool as shit and would be different.
But how to balance this? It could be less tanky, because its more a giant gyrocopter and less an airship, okay. But what about its shooting? So far flying units are balanced in part by the fact that their range is comparably low. You talk about full fledged flying artillery. Thats certainly possible. But how do we make that balanced and interesting at the same time?
Lets start with the bombing concept. I could see that from a design perspective. Basically Gyrodynes which drop bombs in some kind of dive bomb fashion as primary weapon. Would be smaller bombs since they have more of them. I am not sure about their core purpose and balance though. I also have to say that the gyrocopter animation framework really struggles with fire while moving. I am worried that it wouldn't "feel" great to use them. Another Gyrocopter variant with bombs does also just not sound that interesting if I am being honest. It feels like there is still something missing here.