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报告翻译问题






Added modifiers for riderless mounts
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@abel1717
Not sure how it interacts with RBM, but any "... vs Player" modifier will modify the damage the player takes from the respective source, while any "Player vs ..." modifier will modify the damage the player deals.
Сильно благодарен Вам
One thins that feels really good is crank damage dealt and received up for everyone, and then reducing damage to shields to counter that a little, as well as other mods that increase armor toughness, but have it more chance/luck/skill based.
Wanted to ask: is damage to objects only related to barricades, doors, etc or also armor?
"Player" is very limited, it only affects the character currently controlled by a player (in code: anyone who is not "IsAIControlled")
"Hero" affects nobles, companions, as far as I could tell, all named characters, etc, though I never tested if it affects named townspeople as well (in code: everyone who is "IsHero")
"Other" is everyone else
The modifier for mounts depends on their riders. If one dismounts/is dismounted, they should fall in the "Other"-category.
It's a good way to make heros stand out against normal troops, pretty much the main reason I made this mod! :)
(One thing to note, I don't remember ever looking into how siege engine damage is handled by this mod. The factor may depend on who uses the siege weapon, could be though that all siege damage counts as "Other".)
Update for 1.2.8.0
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@abel1717
"Other vs Other" is for all troops, not just yours.
For example, you can make fights last longer by reducing the damage regular troops do to each other - or make them be over quicker by increasing the damage.
In theory the following modifiers could stack:
x vs x, Damage to Objects, [Melee/Ranged/Horse Charge] Damage and Damage to Shields.
In practise, Damage to Objects and Shields should never both apply.
So, if you for example got Player vs. Hero, Damage to Shields and Melee Damage all set to 2.0x, it would end up as 2.0^3 = 8.0x damage to a shield carried by a hero from a melee hit by a player.
Fall Damage is its own multiplier not affected by anything else.
could you make a checkbox for preadjusted values that you use?
Base game options for friendly troops don't affect allied troops? Sounds potentially buggy to me...at least it sounds like something you might want to bring up to the devs, to me, it'd only make sense if all troops on my side were affected by a modifier reducing damage to friendly troops. Maybe the devs see it differently and it is supposed to only be "own troops".
Would need to look into how and when they are applied, how the armor and damage type system works and all.
Once I have have some free time, maybe.
"Hero" are AI-controlled lords/ladies, companions, wanderers, etc.
"Other" are AI-controlled non-hero troops, or as you call them regular troops, though technically speaking this group includes anyone who does not fall into the other two categories.
(*Yes, it works when controlling other characters, though I have not tested what happens when you are not controlling your main character, for example when using the mod "RTS Camera". Most the character will coutn as a "Hero" then. Does work when you switch to another character using that mod though.)
Technically speaking, I wonder if it is possible to see what is used to cause the damage, as well as seeing where the damage is caused on and what armor is on that part of the body, and have modifiers depending on that, for example if the attackers used a bolt (-> Crossbow damage modifier) and hit the arm, then check what armor is protecting the arm and reduce the damage accordingly via a second modifiable value.
I have not looked that far into how the whole damage-dealt works though, no idea if it is possible or not.
I'd not say it is completely out of this mod's scope to implement sliders for this, but it would take quite a bit of time to implement.
To be honest, I don't have the time for it. Maybe in the further future. It also comes with a few compatibility problems I foresee, like, what if someone adds further armor or projectile types? Makes this very complex.
i dont think damage mults can fix balance but...
only if you can add this sliders for weapon types and add armor value to this formula...
i mean if you take spear or thrust sword it should damage a lot, but in game thrust damage is nothing. also bows should do much less damage to armored but devastate unarmored foes
so idea:
add sliders for armor type ranges so we can adjust what is heavy plate what is chainmail/leather etc
add sliders for each weapon type that modifies damade to each armor type
Though, you give me an idea there. Maybe I should split up the options further and add a bandit-modifier?
Then again that might be a few too many settings...
Haven't tested it myself.
Reworked modifiers into "attacker vs victim"-modifiers for player, heroes and others
Added modifiers for ranged, melee, horse charge, damage to shields, damage to objects and fall damage
Complete rework pretty much.
Sorry, but your settings will have reset due to this!
Offers more customizability though.
@Красный Корсар
Thanks. I got better.
Will look into it tomorrow (or rather, today, seeing as it's alredy 0:05h) probably.
I see no reason why it should not, as it only affects damage calculations.
Added a null-check which should prevent an exception I've been seeing; the exception was caught and printed into "harmony.log.txt", if you wonder why you see/saw that file on your desktop. It's for debugging and preventing unnecessary game crashes.
(Just a little minor internal code change.)
Removed "initialized" message, added error message on initialize instead
Fixed dependencies