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报告翻译问题
Not a game breaking bug, but it's certainly underwhelming.
Was it really changed? I mean, maybe the values, but the technology tree doesn't appear to have been modified in how the tech are researched. Also, the tech tied to the miner summon still exist so it's fine. Dwarf wise.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2008815297
This is Skaven. And they use it in this one extremely badly since I got the warpfire thrower spawn on top Hammerer a tons of time.
Comment about description noted and modified.
Comment about skaven, I don't understand what you mean. I consider this mod finite and balanced (well, sort of). Some have units only for defense, others only for attack. Anything not related to summons is not in the realm of this mod.
Absolutely no reason to keep it, it was just a remnant of the mod I based Dawi from Another Hold. Never knew why I kept it honestly, since I removed it from all the other mods that composed QAI. Probably because it affected only 1 building I let it go, since also nobody complained. Will remove it.
Never noticed before, just to be certain, it removes only the NAME, not the building itself? So instead of having the Brightstone Mine, you just have a blank ''? or is there something else too?
Will look into it. As for the Necromancer, it's fixed. For some reason, they kept the vmp_cha_necromancer_3 in the table, but added a new dlc04_vmp_cha_necromancer_3 and it's this one that is real. So, just needed to add a dlc04. Yes, I was lazy to not fix this. As for summoning for summoned, seems like I would need to change some abilities of the CA Fixed Necromander and Grey Seer, or create them again. Making this entire mod list not Vanilla and Overhaul Compatible. Or, another way less intrusive exist, I will look into it anyway.
Might fix the summoning issues.
Great mod though has been a great addition to numerous campaigns.
I have no idea, I didn't test it. I think it should be, but it's a risk so don't try it if you have something to loose.
I can neither confirm or deny that they have an impact. I only know 2 things. 1) some factions have abilities that allow instant siege battle against walls. That can definitely improve the performance of such faction (Mainly Beastmen and Norsca). 2) I know that abilities like Dark Conduit from the Dark Elves Rituals are taken in account by the game. Depending on the code of game, my abilities can too.
However, sometimes I felt it had an impact. It's pure feelings from my point of view, just, I felt the balance was a bit more in my favor if I had more abilities. No logical and reliable information are backing this assumption.
I don't know. Works for me, so blame other mods ^^. I mean, I tested quickly with Beastmen and the technology stuff still works in battle. Also make sure to read the Known issues listed in the collection description. If it keeps crashing ( and your game doesn't crash when not activated) and is not listed there, please feel free to post your problem so I can try to figure it out.
Think of it as a summon by a Lord. Fundamentally, they have everything of the core mod (for exemple the life, stats, and spells attached to that unit). If SFO gives someone an innate Fireball, the unit summoned will have the innate Fireball. If Lucky gives an innate aura that gives +5 leadership, this unit will have the innate aura.
HOWEVER, some stuff is hard coded for summons. Like for exemple, a Summon can't also Summon another entity (Necromancer can't cast Raise Dead). Also if a technology or a building gives +5% damage to all units (factionwide), the summons of this mod will not gain those +5%. Why? I have no idea. Same for Lord's traits (Red Line) don't affect the summons attached to that army.
YES, YES! "insert Bison gif here"
Honestly, I was loosing a lot of faith toward Chaos and Beastmen. I have a few mods that add a lot of their armies around, and they never used abilities in siege battles. Not even once. Thank you for giving some feedback.
First you obtain the requirement to get the ability. They are described in each of the mod tied to the faction (otherwise, this page would have been far too big). When you get the "Enable : XXX", you will see next to your army whether you can activate the ability. Sometimes, they are only in your territory/region/province/enemy territory/factionwide. If an army has a new icon to the bottom left (near your Lord icon)!, that means you can use such ability in battle. Then, in the battle, click on the icon that appeared on the right of the screen and then on the ground anywhere you want.
Wow it will make the battle more challenging