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https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=948528907
Normal domain structures are tough as you can't just use the resource directly. You get issues like spawning mobs and getting rewards for "capturing" it. There have been some issues with them properly adding buildable structures to the city as well.. it's possible but one has to find all the missing links and the correct order to do that modification...
Also I'm pretty ok with the current condition of this specific mod...
The builders are not new, they are edited. Making new builders is triple the work because of ghouls.
They are vaguely described by icon and description. The actual numbers you get from mod description and pictures.
Some things:
It's not balanced mostly because builders aren't balanced as AI don't use them. It is only somewhat balanced if playing with other players. The idea about the variety is that you should get other race cities to produce their builders to get access to higher quality buildings in other categories... ofc there's more fiddling around to do always...
Making the builders disappear was in an earlier version, but now it's only for some buildings. It's just a on/off decision for each building in the editor.
I got crashes when I built these structure at the same time that I was starting a settlement but I can work around that.
Overall, it is overpowered and game-altering. Can you make the workers disappear after creation as in Civ6? If not, can we increase build cost or upkeep for these builders? Maybe make them tier 3 units? And why can't we build more of the normal domain structures like magma forge. Several classes have bonuses based on treasure sites and they don't appear to apply these structures. Overall, this is a revolutionary mod for gameplay.
A few days ago, I was searching for builders location in .rpk files, because I was giving a try to Westeros map, in which roads and fortresses construction where disabled.
As I missed those functions (empire infrastructures management seems important to me), I only created a pseudo mod to activate them again, inluding Westeros as a prerequisite mod.
To avoid conflicts whith mods that edit builders, maybe you could publish a version with a higher level of priority ? I had to put it to 1 so that the builders could create roads again ; MEGA FORGE is 5, for instance.
This could be a temporary solution to solve conlict issues ; after all, people who install your mod want to have extra options for their builders, overwriting the other mods already present...
Greetings. ;)
Giving Orcs easy access to Slaughter Pits, and Flowrock Machinery to the Dwarves?
Yes. I was going to at first. But then it turned out it was a whole lot of busywork and a major pain in the butt so I decided not to.
Consider this: You have to create a bunch of copies of 10-20 linked entries all around different files just to make 1 unit, and do that for all races. THEN because necromancers, you have to do all the same things + extra to make the undead versions of them. And even after you do that you may have missed something or done something in the wrong order, maybe just with one race, so you have to go through all files and look for a missing link or redo some of the entries because they for one reason or another won't work.
Of course I'm going to be doing this once I start working on my unit mods, but for now it was just too much. So maybe then I will make an update or another version replacing the builders with new builders.
Of course this all hangs on whether I get around to working on mods again.
I don't really do compatibility patches, but if someone wants to do it, I can give them the original files for this mod to work with.
@o8livion & @Smoker
A way to do that would be to have the buildings be "Fortresses", that would also limit fortress building.. which I guess is fine but that I'm planning separately and as part of a bigger mod that won't have the functionality of this builder mod.
@Bantichai
Yes it's possible. Once I get inspired to open the editor I'll make a version for you. I'm not going to promise you when though.
Good to see that this game has still a talented modder adding amazing stuff :-)
I answered your comment however now you have to read from bottom to top for it to make any sense... damn these character limits.
Long story short: I'm planning a separate mod for "village-building".
3. Building different types of "villages/outposts" through a city upgrade similar to mod 2. The built outpost would function much like a fortress having a wooden wall, but would have a few upgrades expanding their output of resources or domain. Havent worked out details, but it is possible to make variations of the fortress to have them produce mana/gold/knowledge, give them city upgrades(for what good those do for them outside of walls) and domain/vision sizes.
Perhaps 2 and 3 could be combined. They are all in planning stages right now, however I have confirmed they are doable. I just need to also learn to make models and icons for things to look nicer.
1. Specializing your city and having separate upgrade trees for all city-specializations. (Idea is similar to the city upgrading from Empire Building Mod, but with more choices and specialization.)
2. City "district-building" mod. Giving builders the ability to build extra stuff similarly to this mod, after building 1 required building in town (for compatibility, thinking of adding that layer into this mod as well). It would give extra Mythical Upgrades and perhaps visit bonuses or unit recruitment locations... not clear on exact details
Thanks, the purpose for this mod has been mostly completed. I'm only planning on fixing the Artificial Focus Chamber building and perhaps adding some other buildings that give Mythical city upgrades in this mod to expand on that... But adding "villages" is not within this mods scope.
I am however planning 3 types of city expanding mods for later. The third may interest you.
its amazing to place these buildings around and they are very helpfull.
in my current round i noticed.. there is only something missing to have :-(
it would be nice to place some villages around my citys.
i got some ideas from other mods but you guys knows better whats possible :-)
maybe its an idea :-)
thanks for all the work in this mod!
Thank you for the kind words.
new balance changes are amazing as well and make me use the builders a lot more than before as I didn't see all that much payoff before and mostly used them when I had too much money lying around
@jancomx
About the icons. I agree completely. And the one used now is a placeholder for when or if I would have made icons...
I currently don't have the skill, equipment or time to make good icons. A while ago I tried to make some simple weapon icons based on what already existed for my forge-mod to spice it up, but had to put it on hold as I got frustrated with the tools I used (gimp/krita).
If you really want to do that, I would really appreciate it.
Overall, I'm loving the extra flexibility it provides in growing an empire.
Also, Icons: Having different ability icons for the different "Build X" abilities would definitely add a ton to the polished/professional feel, but I understand that image work can be a big hassle. I'd be willing to help out by making a batch of different icons if you want.
I started a game with this mod enabled (as well as your forge mod) last night and will offer some balance suggestions in a discussion when I get the chance.
I decided to do these changes pointed out by you because I also felt the prices to be too high in my games, we never got around to building more than maybe 1 building.
Builder is only consumed when building gold mines, though they are built in 1 turn.
Gold mines/Trade Post cost 250*efficiency to build. Which means Dwarves build for 250g and Frostlings for 75g. Dwarf mines produce 10/turn and frostlings 3/turn. Keep in mind Happiness boosts and ability to offset upkeep easily. Shouldn't be too bad, but if it turns out to be too easy I might bump up the costs a bit.
Anyway, everything is always subject to change
Buildings also cost mana and gold, which no one has an unlimited supply of, so won't always be able to churn them out every turn.
The general idea of the mod i love - never made sense you couldn't build forges or mines - and too much luck in random maps on what locations are near whose starting cities.