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报告翻译问题
Quarantine efficiency is currently useless as they can’t propagate yet
The number of idea groups is increased, from 8 to 10, which seems enough for me but I may increase it furcther if necessary.
The idea groups are well integrated into the mod, unlocking mechanics or improving existing ones, providing discounts, increasing research speed or unique modifiers so I don't think I am gonna delete them.
The policy system is a good alternative but it would require a lot of work for making combinations/upgrades and implementing, I have other priorities right now, like finishing the dwarovar wonders and reworking The dwarven and general Mission trees.
Anyway, thanks for your ideas!
I'm sure they're well designed and relatively balanced, but it just seems like something that could be derivative of the general purpose ideas like innovative, infrastructure, religious, tolerance, court, quality, quantity, etc.
Another consideration instead of wholly separate idea groups, make policies that depend on DK tech advancements instead of idea groups. So you could enable policies from having combinations of DK tech development and incorporate better policies with idea groups as well.
For example, basic access to copper (15+) might enable a policy that makes dwarven rails have higher supply, lower development, and improves DK mechanics research. A later policy might require medicine and mechanics tech, and it reduces attrition rate and reinforcement cost.
the experimental version will remain the same for now ( well, the experimental should already be compatible with the new update anyway )
I am gonna update this mod with various UI improvements, finallyfunctioning Alchemy and medicine interfaces/mechanics in a few days ( earliest tomorrow, more likely 18th or 19th ).
Feedback will be much appreciated!
it will probably be the last update on the experimental version ( before Anbennar's update ).
the remaining features and reworks will be done and released on the github as I go doing them and then directly released to main dwarven knowledge after Anbennar's update, stay tuned.
- All 5 DK technologies will get completely functional interfaces and independent mechanics.
- I will add idea groups to the mod, to interact with DK technologies ( metallurgy ideas, alchemy ideas, … ), but you can have 2/3 at most! Each one of these ideas group increases experience acquisition rate and unlocks a unique project when the tech reaches tier 4.
- I am redoing all old content from the hold exploration and converting it to more intriguing event chains and, some, dwarovar wonders.
- I am expanding the general mission tree to make it worth playing and engaging. I am also gonna tweak the dwarven MT a lot.
- I am gonna make a “racial interface” to give unique things to each race, but that is just a concept, it probably won’t make it in the update in July
https://github.com/Haito3200/Dwarven-Knowledge-Dev
I will take a look once I have a bit of time today
Oddly two other buttons, the 'make an outpost' and 'infuse with Chi' buttons in the same ui-element are also active but do nothing. Disabling Dwarven Knowledge Experimental immediately reallows digging operations.
No other mods than Anbennar and this, DKE, are active. Or even installed.
@Astalos24 , If you are using steam Anbennar, don't use the experimental version, it won't work well. It may be the fault of other mods if they interact with the digging mechanic or the province interface ( ADMC for example won't work, even with the patch )
Take in consideration the special unit comes from the domination DLC, so it probably won’t work without that
Also be sure to use the GitLab version of Anbennar with this mod ( the BitBucket is no longer updated )
the metal strength multiplies the blueprint's base stats: blueprint has 2% combat ability (base) x 7 MS = 14% combat ability
the magic conductivity multiplies the rune stats: rune has 3% CA x 3 MC = 9% combat ability
the electrical conductivity multiplies electrical modifiers: the blueprint has 2% CA (electric) X 2 EC = 4 combat ability
the total combat ability is 27% + 3% from the base modifiers of warforgeds = +30% combat ability which is what I effectively got from testing it
the cost is just the cost, I ended up with a cost of 22 for the artillery unit which means the special units gets:
land maintanance + 70%
reinforce cost +22%
reinforce speed -22%
and nothing else, the cost doesn't remove/reduce positive modifers, it just makes the unit more expensive to manatin and harder to reinforce
Custom alloy (legendary): 3 metal strength
4 magical conductivity
8 electrical conduct
This alloy is then used for the electric automatical artillery, resulting in no bonuses, as it has a cost of 8 (making the metal strength of 3 effectively 0).
Going into late game I have seen things like +70-80% combat ability in 1600s ( with 70%+ land maintainance and partially reduced force limit sure, but it is worth it most of the time ).
Idk what you could be doing wrong, can you write up a list of modifiers for 1 warforged unit? It may be better to go to the discord server for easiness