Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

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Reinforcements - Hive Fleet Locust - Tyranids - New Faction
   
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147.429 MB
9 月 2 日 上午 9:24
10 月 1 日 下午 1:25
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Reinforcements - Hive Fleet Locust - Tyranids - New Faction

在 Malaikat 的 3 个合集中
Collection of the Reinforcements Mod Series
36 件物品
New Factions
19 件物品
Hive Fleet Locust
2 件物品
描述
Consume to survive - Hive Fleet Locust

Hive Fleet Locust is a new hive fleet truly representing the endless hunger of the Tyranids.

Hive Fleet Locust is all about stripping Gladius of its biomass. Units have no synapse mechanic, but instead Voracious Appetite. Every few turns each unit needs to consume the biomass of a tile or start losing moral and later on health until it finally starves to death.

In a similar matter cities gain a temporary loyalty boost after acquiring a new tile. A research in the middle of the tech tree allows your cities to turn back into a Malanthrope and plant new roots and continue feasting upon Gladius.
Cities are very limited in their size, but Hive Fleet Locust can support a vast number of cities to compensate.

Now go forth and FEAST!

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I'm looking forward to your feedback. Hive Fleet Locust is an ongoing project and everything is up for change.

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The models come from ForceOrg for Tabletop Simulator.
17 条留言
B2BStunnin 10 月 1 日 下午 2:07 
By and large I LOVE the concept you are exploring with the locust. Many of the units feel very impactful and fun. The city migration is a fantastic idea all around. The loyalty buff feels fine even in standard speed. Mixed with the changes you made yesterday I felt confident both in my economy and army all the way till 45ish. And the charts agreed with me. I only mention the loyalty in my last post because it seems to me that the only way to compensate for taking a minimum of 4 turns to build a unit while all other factions are building many per turn is to have many cities building units or have insanely tanky units like the SM. Considering the faction, I don’t think tanky is the way to go so I went with insane city amounts (10-12) and was met with decent success.
Malaikat  [作者] 10 月 1 日 下午 1:37 
I really appreciate your outspoken feedback.
My takes from what you're saying is that the city migration mechanic isn't impactful enough. I feared as much when I adjusted the numbers. So I increased them by quite a lot.
The loyalty issue is more or less intended, from the beginning the entire idea of this faction was that it would starve if it didn't continue consuming more biomass. The limitation of the city size is actually not something I intended initially but was forced to adapt to in order to have the city register the eating of a tiles biomass. Most economical decisions are a consequence of this technical limitation.
I'm personally playing and balancing for a fast game speed. Usually game speed isn't of much concern, but the duration of the loyalty buff can't be scaled with the game speed.
Locust is one of the factions that stretches the possibilities Gladius offers us modders in unintended ways and runs into many corners in the process.
B2BStunnin 10 月 1 日 下午 12:39 
Squilliam, after like 8 games with this faction, the answer is forget about loyalty and build a bunch of cities. Like 10. By turn 60 you’ll have close to if not over 100 research. You won’t really have the biomass income to build high tier units out of all of them but your economy will feel far less punishing.
B2BStunnin 10 月 1 日 下午 12:34 
I can agree with squilliam here on his last sentence. It sounds like he’s playing on standard pace as am I. At this pace, everything thing feels like an uphill battle. The economy intentionally falling off right when all other factions start ramping up (60ish), the higher tier units taking 1/10 of the whole game to build and not being strong enough to compensate, the loyalty, how long it takes to even benefit from the main city movement mechanic (also 60ish) compared to the actual benefits moving offers, all units needing to eat but granting biomass and also removing your cities ability to consume biomass from that tile thus negating the loyalty increase.
Malaikat  [作者] 9 月 30 日 上午 5:51 
I've added a new trait to cities increasing production until the first building is finished and increased the damage of ripper swarms. The very start of the game might have been to hard, but I can totally see how it was boring considering the duration until the first building was finished.
Squilliam 9 月 29 日 下午 3:07 
How exactly is this faction supposed to perform well? I've tried on 3 separate matches with them and for one it takes 8 turns to get a single building finished leaving me relying on 4 ripper swarms for the first 12 to 15 turns. it was turn 50 before the first city had finished building 6 buildings. the economy can never seem to get off the ground and research unless focused on heavily can't get past the mid 20's till resettling. The tile consuming might be cool with the units if all the benefits weren't locked behind later tier research. The entire faction feels like I'm just asking to have a terrible game by playing the faction. There's gotta be something I'm missing here because this faction seems to have none of the benefits and all of the drawbacks.
Malaikat  [作者] 9 月 24 日 上午 7:51 
From my observations the economy is more likely to need a nerf than any type of buff. In the middle stages of the game no faction can compete with the locust economy and that is without heavy focus on units that provide additional biomass. It is entirely intentional that at some point locust runs out of steam and gets left behind.
B2BStunnin 9 月 23 日 下午 8:34 
Just tested with new change to heros.... HUGE quality of life improvement!!! Economy still feels punishing though. Maybe a late game research to increase the output of regrown buildings?
NSO_Reble 9 月 21 日 下午 3:41 
Thank you! that's amazing response time:steamthumbsup:
Malaikat  [作者] 9 月 21 日 上午 4:32 
Sorry for the crash, it should be fixed.