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报告翻译问题






Any ideas why?
Available after Pottery
GRANTS SURVIVALISM 1 & 2 to scouts trained in this city.
Cost 100 Hammers
Info: Double the production cost of Barracks. Hard to build early game makes it a tough decision but if a player opts for The Scouting Shack it will pay it’s reward especially after a regular Barracks is constructed.
i would, of course, give you full credit for the core of the idea. if you would rather i not do so, i will just keep it to myself.
either way, thanks for making such a great mod!
specifically, i have noticed that out of the box, the scout is about 20% STRONGER than a warrior. imo, it should be at least 30% weaker. likewise, it seems from the description that lategame SF units are far more powerful when defending. again, i am of the opinion that such a unit should be offensive, not defensive.
it seems that the culprit is Big Muscles. i realize this goes against your design concept, so i won't ask you to change yours, but if you could point me in the direction of how to mod units, i would appreciate it. thank you!
Relative to regular infantry unit (e.g.: Warrior) of the same tech tier:
100% / 110% / 125% / 150%
Their strengths are 10 / 15 / 20 with a slight modifier when defending (x3 / x4 / x5)
Ranger and SF get Ranged attack (Strength 20 / 40) and are as invisible as submarines are.
Scouts of all tiers have access to blitz
Improved movement for the new tiers (3 / 4 / 5)
Improved vision for the new tiers (3 / 4 / 6)
SF Get Recon
Terrain Expert promotions: After doing the base promotions to Rank 3 you can choose those, with various terrain specific benefits (Like crosing mountains or vastly inreased LoS while embarked, etc.)
The scout tiers fill a strategic role, providing you with a versatile recon/sabotage unit that feels great to use (I've screenshoted line of sight and walking on mountains, you'll have to take my word on the invisibility part - the game doesn't show the difference for your own units).
So ... sorry, but I don't see what meaningful screenshot I've missed.
I think it was due to the Social Policy Rebalancing mod, as it's the only one I didn't have active this time.
this may very well be an incompatibility. Do you have another mod installed that affects scouts? While scouts would never get a ranged attack, they do start out with Big Muscles.
Can you check this by starting a new game with only this mod loaded? If it persists, try reinstalling the mod (just remove it from the mods folder, it should automatically be reloaded).
Another possible problem may be that another mod has corrupted data, which may cause the game to stop loading mods after this. If loading only SP works, try adding additional mods until it fails again. Using this method you can narrow down the culprit, remove it and have the game reload a working copy.
Cheers,
Bosparan
Or am I doing something wrong here?
...
Another aspect of it is the territory defense role: In late game that's the job of XCom troopers with their insane paradrop ability. That's one of the things I keep most watch out for: The scout tier's role is recon / sabotage. I did not want to create a unit that effectively replaces an existing one.
If tere's some demand for it, I might add another SP extension mod that adds that though ...
Cheers,
Bosparan
Hi m4ti140,
the gold cost is intentional: Not only is cutting corners and throwing money at it less effective for special forces than for lowly grunts, I also wanted to prevent reactive instant recruitment. If I hadn't raised hurry gold costs it would have been an incredibly effective way to do deep perimeter defense: Just pop out a SF whenever you need a highly versatile defender and that's that.
I considered doing the paradrop but finally decided against it. A case of how many goodies in how small a package. Especially given how hard they already are to hunt down, allowing them to paradrop would have been excessive in my opinion (and their high mobility somewhat compensates for it).
[...]
Also could be nice if SF could paradrop.
If you find a compatibility issue with another mod, now's the time to step up and tell me, so I can fix it in the V6 release.
Known Issues so far:
- System names of the SP content may cause incompatibility with similarly named content from other mods (notably: Special Forces are not uncommon)
- Promotions Expansion Mod: Promotion Prerequisites
I'll be researching other scouting mods on my own and consider compatibility upgrades (But many out there are simply there to do the same thing SP does - offer advancement paths from the basic version - which makes coexistence pointless).
Cheers
glad you like the mod. The interaction between the two mods is as follows:
- Survivalism and Scouting Skills require the Promotions Expansion Mod's unlockers (Which means it'll take 6 levels to reach the final promotions for scouts)
- The Sniper Promotion does not require the unlockers, thus they work as intended by me
This means that right now, the first two tiers (Scouts/Explorers) will be directly impacted no matter what in that the final promotions are far harder to reach. The final two tiers (Rangers / SpecOps) are not impacted in the same way if you choose the Sniper Promotion path.
I'll probably be able find the time to release V6 at the end of August with these features:
- 5th Scout tier (Between Scout and Explorer), to fix the Goodie-Hut Promotion imbalance
- Minor AI Upgrades in using Scout Tier units.
- Compatibility patches to some other mods
If I find something else that's reasonably simple to do and needs doing, I will consider doing it.
Would that mod overwrite the promotions available for the scouts, or would scouts/explorers/rangers/SpecOps still use their intended promotions from this mod?
glad you like the mod, thanks.
@Nano Charat: I've checked out the Unlimited barbarian EXP Mod. There's absolutely no interaction between both mods. If a part of your game breaks after loading two data mods (neither mod changes game logic, only adds/changes settings values) this is usually an indictation of corruption:
Either the mod-data is corrupted or your game is. Try removing both mods from your mod folder (they'll both be redownloaded as long as the subscription exists, savegames will keep working). If this does not work (at least for new games), the only fix I know is reinstallation (ugh).
Why I changed it? For balance reasons. I try to keep things balanced, not to create an overpowered unit. Some people prefer having an overpowered unit, which is why I created height of power. For more details on what I changed and why I did it, check out the discussions for this mod, I explained it in detail in the Patchnotes thread.
No, I think lorewise they make sense as they are and - discounting that early game balance issue for goody-hut - I think the balance is fairly ok.
Been thinking of solutions and three came to mind:
- Remove goody-hut upgrades for scouts
- Introduce an intermediate unit that can't be built, but only received via goody-huts (which will then upgrade to Explorer)
- Introduce an intermediate unit that can be built as usual
I'll try out each option before committing to one of them, opinions however are welcome ahead of time of course :)
I don't do it because I think it would be bad for the playing experience, taking away a strategic component. Without mountains, the playing field is flat. Mountains allow for funny tactics (ever watched 300? Imagine how that one would have turned out if armies could have moved as easily across mountains as across hills.) and can easily dictate strategy.
So yes, I like mountains, and I ain't gonna remove them or their strategic role.
http://www.picknmixmods.com/mods/79a5acf9-2054-4632-b78f-03c9c4d56651/mod.html
(Please note: The mod requires another of his mod, the DLL mod).
Whatever you see on that page though ... don't ask me to do the same. James is several magnitudes of skill above m.