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https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3222661971
Is there anything, on your end, that can be done, or is this essentially he/someone has to add a submod doing that work?
In fact, all of the post-guild buildings are actually less efficient than the base game buildings (especially when counting the mana upkeep). The repeatables are even worse.
I actually wanted the SPIs to do more than just give generic damage and status effect buffs. I had envisioned strategic locations where the SPIs would let you cast strategic spells (eg. Lightning Rod having -20 mana upkeep but has a 4 CD Lightning Torrent within 20 hex range), but I couldn't get it to work.
Branch Towers were an attempt to bring back gameplay from the earlier Age of Wonders series where Towers could be built everywhere. I should probably reduce or remove the Imperium cost though (+ good catch on the branch channeling chamber)...
The actual ideas themselves are incredible, however. The SPIs for Materials literally feels like it is just how the base game should be. However... maybe branch buildings should be weaker? No imperium from towers, and do the branch channels actually grant an extra spell slot?
Many thanks for responding to me, and best of luck on your future projects.
Perhaps what could be done is to split off the magical material SPIs and Branch Towers + additional Tower buildings into their own pair of mods.
I feel the problem is the sheer scope of the project. Each single building tree is fairly well balanced in cost, production time and drawbacks, but with so many, so powerful, economy buildings you can easily offset any negatives by just building more cities, and then grow and grow, faster and faster.
I don't have any good suggestions since this is clearly the whole point of the mod, but can't help but think that maybe only the throne city should have these advanced buildings? And the drawbacks could be even grimmer, making it feel like you're really putting your eggs in one basket. The barrier right now is really just mana, which a single mana specialized city can offset for the entire empire.
I think I've found a bug: the Essence Forge Upgrade can be built even without the Essence Forge.
And yes, I think your idea for having their unit bonus be specific to that terrain is a good one. I'm thinking fast embark and lava walk.
The second option is to give the two gilds access to the building lines of all the resources their line produces and make the first structure in each capstone branch mutually exclusive. The downside of this option is that it reduces the options of people like me that use this mod with a multiple guild mod.
*the net value of these buildings is higher than their pure resource counterparts but I don’t think that is all that bad due to the fact that most of the resources are local ones.
**you could make these buildings count associated provinces as double but that could be unbalanced.
***I think Mana buildings should cost Gold equal to the Mana cost of other buildings.
Found a way to add visit buffs to SPIs without causing compatibility issues. Removed the magic circle mechanic.
SPIs can be upgraded now, allowing a second visit buff. These ones focus more on status effects. Focus crystal's one is physical resistance, which is experimental...
I'll reduce it tomorrow.