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Functionally I did indeed think about something like the Dragon Cleaver tank gun. Slow fire. Strong precise impact. A very strong scalpel, not a sledge hammer.
I am not sure about the presentation though.
I could think of many cool effects I could use. But at the same time I don't want to come up with some crazy energy beam that doesn't fit the Dwarf aesthetic.
I am currently thinking about using the Dreadquake mortar projectiles and just speed them up like hell. They look kinda cool. We will see xD
Thanks for the ideas! I am rather confident that I will look further into it in the next month.
The arrival of the next DLC would be a nice opportunity to introduce a new airship into the mod.
I am not sure if I am against basic archers taking it down. If your "core of the fleet" as you called it isn't properly defended by the rest of your army thats kinda your own fault xD
I wouldn't split up its purpose though. The game doesn't allow you to properly command different weapon types independently. Its probably the best to have the player directly control the main gun and have the rest as independent entities that shoot at anything in range.
For the latter smaller cannons are fine. Gives it a nice atmosphere of gunpowder and explosions.
But the main gun needs something special.
While its true that some busted units aren't necessarily the end of the world, I do prefer designs that can be used in more meaningful army compositions. Its just more fun to me to have multiple army pieces fit well together instead of just one steamrolling everything.
With that being said, a flying artillery piece that is almost useless in a low range scenario does sound like exactly that. It relies on strong support from the army and is only a very specialized long range tool. I can see that. I am not sure about the gun though. Just a cannon sounds kinda boring.
Regarding the flying fortress concept. I like the design idea a lot. A flying fortress like that with 6 huge rotors or something and a battery of 16 aiming cannons aimed at all possible and impossible directions sounds cool as shit and would be different.
But how to balance this? It could be less tanky, because its more a giant gyrocopter and less an airship, okay. But what about its shooting? So far flying units are balanced in part by the fact that their range is comparably low. You talk about full fledged flying artillery. Thats certainly possible. But how do we make that balanced and interesting at the same time?
Lets start with the bombing concept. I could see that from a design perspective. Basically Gyrodynes which drop bombs in some kind of dive bomb fashion as primary weapon. Would be smaller bombs since they have more of them. I am not sure about their core purpose and balance though. I also have to say that the gyrocopter animation framework really struggles with fire while moving. I am worried that it wouldn't "feel" great to use them. Another Gyrocopter variant with bombs does also just not sound that interesting if I am being honest. It feels like there is still something missing here.
Moreover, the Dwarf Air Force has always struggled with how to deal with ranged units, especially artillery and advanced ranged units. This task must be handed over to ground artillery, but if complex terrain (Line of Sight/obstacles) is encountered, it becomes an dead end.
I would be open to the idea.
The problem is that it of course becomes more and more difficult to find remaining meaningful niches to fill.
The niche of a carpet bomber is already well filled by the Gyrobomber.
And the Thunderbarge is already a slow and heavily armed aerial fortress.
I think I could come up with a design that looks more like a "fortress". A little more in the direction of my War Balloon maybe. Maybe even some kind of SHIELD Super carrier design with huge rotors.
But I struggle to come up with meaningful ideas for a good gameplay niche.
What would you want said fortress to do that makes it different from the other already existing approaches?
And you are free to go crazy.
I already made lightning gyrocopters and Runefire Airships after all xD
It appears that all my mods, apart from the SFO submods, since SFO hasn't been updated yet, work fine and require no update.
Great ideas!
The firing cones with Thunderbarge units are really iffy and I had to experiment a lot to get it to work at all as well as it does. That basically has something to do with the fact that the original Thunderbarge has a rather weird way of determining its attack orders, due to its 4 different ammo types. If I change the arc to properly represent the gunners on top, the attack orders start to bug out.
If there is a way to "twist" the direction of the directional armor attribute then I also don't know how. Kinda sucks, I would have really liked that approach.
Rifles do make more sense than shotguns on an airship.
But is range really the core thing its missing?
Apparently you played more with the Broadsiders than I did.
What do you feel are the things that make them unpleasant to use?
assuming you wanna keep the current design and not have it shoot on both sides.
My suggestions to changes to them would be:
-Replace Grudgerakers with Thunderers. Rifles make more sense than shotguns if you are going to be shooting out of a blimp.This way the blimp would have a proper range attack of like 200.
- Remove the flat 25% missile resistance and add a 180° 55% (silver) shield facing the opposite side than the shooting side
-Not sure if this is something you can change but right now the Blimp seems to think it has a 360 fire arc and you should see if you can change it to be a cone in the direction it can fire.
Thanks for your feedback! I won't fundamentally change the mechanics of the Broadside Airship, because I like its identity and the drawbacks of it only being able to shoot into one direction very much. If you think its too weak overall there are of course other possible solutions though. What do you think its core problem is? Too little damage? I think its almost as powerful as a regular unit of Grudgerakers which doesn't sound too bad on paper, especially due to its height advantage. Or do you think its too squishy?
The only way I know of would be to change the mod. Would be a rather simple change though.
You could easily try it yourself.
You are welcome to do one yourself. Its really not a big deal. You simply need the 3 or 4 tables that define which factions are allowed to recruit them and from which buildings.
I prefer that they are more distinct from one another.
But you are welcome to try that yourself!
That wouldn't be a terribly difficult beginner mod project.
All you need is the AssetEditor from Ole and then you just kitbash them together.
You could even design your own engine after a few hours of getting used to the editor!
@Illegal FQ
The mod is fully functional.
Thank you for the feedback!
Its Riflemen have the damage output of 80% of a regular Grudraker unit.
I only tested for a small number of encounters so far, but since Gruderakers are usually not considered weak, an underwhelming performance would surely surprise me. I will look into this!
I am always happy to hear new suggestions!
From other factions as well.
I feel like my imagination for more Dwarf units is slowly running out and there are many factions that deserve more love!
have a nice day, we are waiting for your new creations
Glad that you like it!
This might have made it more powerful thats true. I wanted to introduce a new dynamic though, instead of just building a Thunderbarge without cannons and bombs. This new airship has a strength the Thunderbarge doesn't have without just being even stronger. It can support a frontline with more focused fire in a specific zone. Maybe thats just me, but I find that this creates better synergies with the rest of the army compared to a unit that just does spread out damage everywhere.
I also like that this offers meaningful counterplay and that it requires better positioning.
Its already in the mod.
I updated it yesterday ^^
I made another airship with 16 riflemen.
Hope you like it as much as I do!
Copying the same Airship, just with more rifleman sounds kinda boring.
A different kind of gunship that relies primarily on riflemen and has no primary weapon, if thats what some people like, doesn't sound so bad though.
I will think about that!
Not really.
The Empire simply got so much DLC with so many units in a similar category of what I would design that I struggle to really come up with interesting ideas to fill meaningful niches with.
something for empire^? have you programm for empire?