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报告翻译问题
@catfoodbob: ah yes, exactly the kind of constructive feedback I am looking for xD.
I did not kill the Scourge Lord. That said, I am reworking some things. Will be in next update.
That's what my friend thought initially. Then after a couple of games together we both think it's one of the strongest classes right now.
Also keep in mind that the majority of OP races from vanilla were toned down, so even if they feel weaker they are still on par with other races.
The brass man aint got a shield either.,
1) yes, that is intended. Balance considerations, and also somewhat a coding necessity. Bog witch gets her own ritual set. Think of it as alternate lategame paths.
2) it adds a whole bunch of things. dragon included. Sabbath specific summons, a night hag with her own ritual tree etc. But not specifically a tier 4 summoning spell, no.
3) huh. Yeah i never tried canceling it actually. Dont know if that is fixable.
1) When a Witch who has completed the 4th tier level up ritual dies with swamp soul, is losing 4th tier rituals intended?
2) I've played Witch endgame in base, what does this add? I've turned one of my witches into a dragon, but there doesn't seem to be any new summoning spells for endgame specifically.
3) I cast Dancing Tower, but cancelled because I realised I can't teleport to a jungle, and my Tower just disappeared.
Weeks of refreshing the page are over!
Though I don't quite understand the Witch Deathcap Mushroom and Yellow Musk Creeper. Are the animals it kills actual animals or just a roll behind the scenes? how do they interact with each other?
This update will break saves. Apologies in advance. If you have a game you want to finish, you still can. The previous mod file is accessible from the backup folder (navigate to your mod folder). Copy the relevant .c5m to the main mod folder, and it should appear in the ingame modlist.
Problem with senator terrain was from this two, but dwarfs maturing into paladins, it seems, still happens even when only comissar Total Overhaul and this one are enabled.
So it's incompat with Total Overhaul, errrr.
Agin, as I answered to him, I'm not asking for ideal compatibility of everything, only for removing most game breaking things.
It's really hard to make a choice, as each excels at their own part, and we currently play multiplayer with both, trying to not touch broken factions like senator.
But I still play dwarfs, and them maturing into paladins is just silly, at the very least.
Thank you for your time and answer anyway, your mod is very great, and I enjoy many design and flavor choices very much!
But it seems that it have very hard incompatibilities with The CoE 5 Content Pack.
And I know that this is mostly my fault for trying to use two overhauls at the same time, but both mods are very great and have a lot of very cool stuff that I have problems to play without.
So I just ask on both sides, is it possible to make them more compatible? Currently it have problems like senator having every plain and forest as a citadel when both mods enabled, or dwarf workers maturing into paladins.
I can deal with both of them not working together perfectly, but I'll try to ask, to please make it so they will not have so hard of incompat.
Took a glance in the mod file (line 10454) and he and the "Eye Tyrant" are listed among the druid's monsters (specifically under the "Druid Monster Edits" section), but only have the sprites associated with them there, with no stats or traits.
After messing around trying to get either of them to be summoned with an inf resources mod for a bit, decided just to ask; Are these meant to be summonable/recruitable units?
Thanks!
@ Tanaka: Hope you like it!
It doesn't seem to have any problems with large overhaul so far fyi.
Ah thanks for answer. Makes sense. I was just quite surprised how ai was afraid of attacking me. I was playing guildmaster, ai was senator with like 60-70 legionares and a lvl2 mage, and I ended in a town with like 30 troops (pikes, spears and crossbows, maybe few adventurers). He could have easily taken me down anytime he wanted but he kinda kept me there :P
On a relative power spectrum the Scourge Lord is still very strong. Now it is just Anti-Life Orbs all over the place instead of Heralds. Not much of an improvement you could argue, but... hindsight is 20/20.
Still, when the orbs mechanics are changed (which they will be), I agree the Herald cap might need a revisit. It is pretty limiting on bigger maps at least.
It would be entirely possible to make gallows spawn corpses, yes. Many fun options with dynamic terrain (could also make dead forests regrow etc), but all require running background event checks that will slow down turn calculations. Its a tradeoff, fun stuf vs performance. I mostly opted to keep the mod running as smoothly as possible.
@ Warspite: For most classes there is not much point going to Hades. Necromancer is the main exception, he now has lots of things to do there. Senator going for the dark side has reason to visit as well.