全面战争:战锤3

全面战争:战锤3

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3 (+3) Dwarf Aircraft
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2024 年 8 月 21 日 上午 5:46
7 月 4 日 下午 12:01
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3 (+3) Dwarf Aircraft

在 Vrooktar 的 1 个合集中
Vrooktars Mod Collection
19 件物品
描述
Update status: Seems to work fine with 6.3

Coming from my Dawi Tank mod I had a few ideas for more Gyrocopters I found interesting. While the strengths of the Gyrocopter variants and the Gyrobombers from the base game vary, they more or less all play very similarily. They are all squishy, fast, micro heavy, damage dealing, flying skirmishers. I wanted a new playstyle so most of the units from this mod are too slow to be considered skirmishers as they are not meant to act on their own to harrass enemy lines, but are instead supposed to support the frontline itself and offer different approaches to do so.

But without further ado, these are the gunships I came up with:


Bugman Balloon

This Balloon can be recruited on the Tier III from the Ranger Barracks similar to Bugmans Rangers. Its damage output is nothing to write home about, but it offers Liquid Fortification as an AoE buff to nearby troops and its beer projectiles spread some incredibly nasty debuffs among enemies.


Gyrogunship

This is the bread and butter Gunship that can be recruited from the Tier IV Engineering building. It offers no cool special effects apart from doing fire damage and has no specific target it is super specialized against. Its a simple, reliable attack Gyrocopter that will do decent damage against a large variety of targets.


Runefire Airship

This airship can be built with the Tier V Runesmith building. Its damage output alone is not bad, but its actual strength is its ability to silence spellcasters and relentlessly fire into the thick of the frontline without running the risk of hurting your own troops. This makes it a very powerful tool under the right circumstances. There are also 4 Thunderers with Grudgerakers on board, but its much less of a swiss army knife compared to the regular Thunderbarge.


War Balloon

This heavily armored and armed balloon can be built from the Tier IV Engineering building. It is a very slow unit with rather long range and should more or less be thought of as flying artillery. It has no meaningful means of defending itself in melee though, so it should not operate without the support of the rest of the army.


Gyrodynes

This combination of a plane and a gyrocopter can be built from the same Tier III Engineering building as the Brimstone Gyrocopter. It is the quickest unit in the entire game and carries twice as many Clatter Guns as the Gyrobomber, which gives it rather impressive skirmish potential. However, it has by far the least nimble flying behaviour among the gyrocopters and takes quite some time to reach top speed. It is very rewarding to properly micromanage them to get strong results against quite a few targets, but one mistake can easily lead to them getting caught by some bats and miserably dying in the process, so they should be used with care.


Broadsider Airship

This airship can be built from the Tier IV Engineering building.
It is more or less a Thunderbarge, that relies entirely on its Grudgeraker crew for damage. In exchange for lacking any other attack options it has 4 more Riflemen than the Thunderbarge, but because all of them are located on one side, they offer a much more concentrated form of fire. This also means that the other side is more vulnerable and that it requires better positioning though.


Known Issues

The Gyrodynes have no portholes, because the game can't generate one based on how the model works and the Runefire Airship has a rather misleading unit card, just like the regular Thunderbarge, because the unit card system really struggles to track units like this.


Compatibility

Should be compatible with basically everything.
Adding it in the middle of a playthrough seems to be unproblematic, but I advise against removing it in the middle of a playthrough.
If people want to make submods, just go ahead.
My SFO Submod can be found here 3 (+3) Dwarf Aircraft SFO Submod


Credit

I want to further credit Ole for his amazing AssetEditor, DJ Fro-Fro for his RPFM, d3rpyn3wb for creating many great warmachine mods that inspired me to follow in their footsteps in the first place and of course CA and GW for the game itself.

Overall I would appreciate if anyone using this mod as a blueprint themselves or even entire units, would credit me and everyone else who contributed to making it possible.
Other than that I have no issue at all with people using as much of my work as they want.
161 条留言
Vrooktar  [作者] 10 月 7 日 上午 10:03 
@KiyamaHarumi
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.
KiyamaHarumi 10 月 7 日 上午 9:03 
Yes, the impact of weapon is extremely important—take that derpy's Chaos Dwarf areomachines for example, I really love it. The camera shake when it fires, the smoke and dust on the ground, and the cannon sound effects all give a sense of "impact". You’re absolutely right; the Dwarves’ current aircraft have attacks that are far too "clean"—they lack that chaotic feel of swirling smoke, gunpowder, and cannonballs flying everywhere. Yes, the player only needs to control the main gun, and the rest can be automatically control by independent gunners. The player should manage the distance, provide protection, and ensure that the firepower is brought into full play. What do you think of the main gun on your Dragon Cleaver tank? I think that main gun is really cool. Or do you have a better idea?
Vrooktar  [作者] 10 月 7 日 上午 7:38 
@KiyamaHarumi
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.
KiyamaHarumi 10 月 7 日 上午 7:21 
Yes, I also prefer diverse force compositions that demand strategy and careful planning. Having obvious weaknesses is only natural—after all, in reality, aircraft carrier also have significant vulnerabilities, though that doesn't diminish its overall power as the core of fleet. As for the weapons, I haven't thought that through yet. If there is only cannon, it's not cool. It should have a variety of weapons, some basic self-defense capabilities to ensure it won't get taken down by a single bat or archer. My concept is that long-range weapons require precision and moderate rate of fire, while medium-range weapons need explosive power and low rate of fire. Close-range weapons are solely for basic self-defense.
Vrooktar  [作者] 10 月 7 日 上午 7:10 
@KiyamaHarumi
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.
KiyamaHarumi 10 月 7 日 上午 6:47 
By the way, being a bit more versatile isn't a big deal for boss-level units. In every campaign, there's always something overpowered shows up. A lord or hero decked out in legendary gear. 90% physical damage reduction and health regeneration—wiping out my entire army. A fully-manned elite force of beastmen or skaven continuously ambushes your armies. A "nuke" shattered your meticulously arranged formation. If you're using the “Jurassic” mod, the Thunder Lizard can wipe out 2-3 infantry squads with a single attack. For a boss unit, being a bit overpowered isn't a big deal as long as it can still be defeated. What matters is that it's cool—that's the key!
KiyamaHarumi 10 月 7 日 上午 6:47 
@Vrooktar I think a new fortress should provides stable medium-to-long-range firepower that ignores line-of-sight, but it should not be effective at close range(since artillery fixed on distant targets cannot aim downward). This is the opposite of the Thunderbarge and other airships. While less effective against rapidly approaching enemy forces compared to other airships, it possesses effective strike capability against mid-ong-range enemy, especially those deliberately maintaining distance.
Vrooktar  [作者] 10 月 7 日 上午 6:01 
@KiyamaHarumi
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?
Vrooktar  [作者] 10 月 7 日 上午 5:49 
@Kiyama Harumi
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.
KiyamaHarumi 10 月 7 日 上午 5:04 
Thunderbarge is formidable. However, it remains a short-range air force incapable of serving as a “fortress.” The description also notes it's “lightweight.” So let's redesign a “heavyweight” version—a long-range fortress capable of long-range precision strikes and mid-range explosive firepower, an air force-class boss akin to the human aircraft in the movie Avatar. This colossus would take flight with four or more propellers, equipped with anti-infantry, anti-artillery, and anti-aircraft weaponry. Yet it should be vulnerable to fly melee unit and nearby range units.What do you think?