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I would have solved the challenges differently. Maybe you can get some inspiration from my approach, maybe not :)
o) The towns can only recruit dwellings, mercenaries and commanders.
o) Dwellings have the recruitment ability, that makes their respective creature recruitable (like vanilla amazons for barbarian class).
o) Dwellings have a ritual to upgrade themselves. Their upgraded version has a ritual to upgrade their respective units. That way you can only locally upgrade and not recruit upgraded versions in other towns without that Dwelling.
o) Only un-upgraded creatures are recruitable. o) Dwellings have regenerate, so that if they are killed in a battle you win, you hopefully retain them. Or if possible the twiceborn mechanic, so they always respawn after victourious battle.
o) You can recruit the un-upgraded creatures from world map dwellings in low numbers. No income form those sites.
is there any way to trim it down vastly to be more in line with other mod sizes?
two things I noticed:
1. ritual of experct druidism doesnt work for me. its always inactive eventhough I am in the Rampart
2. its a druid class that relies on herbs but all units/rituals also cost gold. it would be nice if there were a few druid related rituals that only cost herbs. could be summon some weak roaming units, guardian trees or whatever.
As far as i can see so far after playing around a bit is that you cannot use terrain as a means to unlock new recruitment opportunities. But i will keep playing around with ideas until one works.
I think the yearly recruitment is a great idea, mirroring the weekly Heroes recruitment. If the baron system can't be used, maybe the following idea has some merit:
- You build a recruitment building on the map to unlock a yearly guaranteed mercenary offer at a good price. This is similar to Heroes, where you click buy buy buy at the start of every week. So if you have guardhouse, archer tower and griffin lair you get 3 discounted mercenary offers yearly on the same day. With this system, only one dwelling would be necessary per creature type, prevening the player from turning every single mountain into a portal of glory which would be quite silly.
I still haven't learned everything that you can do regarding modding this game. I'm finding that it is impossible to fully replicate the baron system which makes everything go to you home citadel. It took a lot of time to even get it so that everything spawned on every square that was owned! Do you have any suggestions? One would be to have more commanders available just to move troops but this could be even more tedious? Any suggestions would be appreciated, the foundations of the mod are pretty much done it's just the game mechanics of conquest which provides obstacles to fully replicate heroes.
I haven't been able to finish a single game with castle or rampart though despite trying for hours. This is because the recruiting mechanics are super tedious and also have little to do with heroes of might and magic. You have to:
1. convert terrains
2. wait a year
3. collect the troops every single year
4. bring them to capital
5. upgrade slowly
6. move troops to where you actually need them
What happened? In heroes 3 you simply recruit the troops you want in your city, fully upgraded and where you want them.
also i lost my knight commander fairly early and have not been able to get another for 50+ turns. maybe set it so that they are always available if you do not have one - same with the cleric.
i also feel like upgrading units seems very expensive for the amount of stats and it feels sad that it blocks recruitment for the turn.
i would also suggest giving the rogues a throwing knife instead of one of their daggers so they don't rush the front.
maybe give angels prayer 1 as a magic path and archangels prayer 2 and i also feel like they should be charm immune, being higher beings and all xD
I'm trying to make it so its not overpowering and can be played alongside the normal game :)
Just 2 things:
1)Is this compatible with modded map Gigantea?
2)I would like a toned down version of your mod as I prefer vainilla things than I am familiar with to not be changed too much. I would like a lighter version of your mod with more underpowered or less powerful weapons and artifacts. I would like the variety but not the overpowering of new additions. I hope you understand my point.
Thank you for your hard work in this amazing mod!
Please tell me they're implemented.
MFer made the greatest mod of all time on their first try!