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报告翻译问题






It sort of makes sense considering just how damn old and unique he is among his kind, plus having been a unique trait of his since the first game. I'm just throwing the idea out there as a fun little suggestion, but the decision is up to you, Boss.
Even if he is a vampire with superhuman strength, he is not comparable to something like Taurox; a giant bull whose speciality is ramming.
Miners don't have Siege Attacker in vanilla as far as I know, only the "Good Against Gates" attribute. Adding Siege Attacker for them could be a thing, although that would trivialize most if not all Dwarf campaigns by removing the incentive to build siege equipments (Miners being the cheapest and most accessible unit for Dwarfs). That would be more immersive, but would also go against the idea of the mod.
As for units with Wallbreaker, most of them are either giant single entity monsters or warmachines meaning they retain Siege Attacker in this mod. Those that are not are part of the Ogre Kingdoms roster, which is not covered by the mod (because of their inability to build siege equipment).
Warp-Grinders are currently the only exception where they retain Siege Attacker. They are a tier 2 unit so I decided to leave it like in vanilla.
The only other question that came up during testing was whether units like Miners, particularly those which get the Wallbreaker trait added, should retain Siege Attacker. Have you considered that?
Your explanation makes sense and I think your solution is the best one. A bit odd that CA would hardcode that trait, but I'm not surprised considering all the trouble they've got with sieges in general. They may have needed to do that for the AI.
I'm going to update the mod right away and restore the Siege Attacker trait for the artillery units that are concerned. I will also change the description to specify that all artillery units should have the Siege Attacker trait without distinction.
Thank you for reporting this issue! Cheers.
The doom diver catapult is what I classify as an anti-infantry artillery. As it is essentially launching goblins at you, I wouldn't consider it capable of the necessary concussive force to bash gates open and destroy walls thus the reason why I removed its trait.
However, it seems that you were still able to directly attack a walled settlement with a doom diver catapult in your army which is not normal.
Just an idea for a mod.
I was thinking it would be cool if army that is laying the siege is paying lower upkeep. because they are kind of raiding. it would also make it more viable to have a longer siege.
Thanks :)
And thank you for the support as well, cheers!
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3399454565