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报告翻译问题
Ty for the feedback.
The cofferglare unit card indeed shows 275 range, even though it doesn't correspond to anything real, as rockets are 500 range and the throwing net projectile is 165. Short range mode is also not 275 range. I'll look into it, that's a bit weird.
Nope
Because I'd imagine, in SFO, if anything even looks at any infantry with this low hp, they would just fall over.
If you crash on startup, unsubscribe then re-subscribe to your mods.
BUT (and it's a big but) as I could not really test it with the current version of the game, I will really need input on the balance. It is also a lot of artillery pieces to test (there's 10 of them) and I hope my guesswork will at least make them viable in SFO, at least until I can do a fine balance pass.
Not yet. Trying to figure this out has been an absolute pain lol
@Sqidman
4400 ? There must be a mod conflict somewhere. They should have 13200hp.
Nice.
@WarBlackstone
Compared to the base game, everything is stronger in one way or another. But it is a very well balanced overhaul. Unless you go up against late game wood elves lol
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3543290273
Technically, maybe. But I'm not sure it would work at all.
Deithland and these two other mods are essentially overlapping each other. And if you don't run all three, the missing dependencies of the submod will make the game crash. But if you run all three, Reiskmarine and Steam Suits content will overlap with Deithland.
So it's technically possible (20% certainty, so not much) but I would advise against it.
As Deithland essentially adds both steam suits and reiksmarines, albeit in a slightly different and more refined way, the best of both world would simply be to run Deithland and wait for Doktober to add more units to the overhaul.
The simplest solution would be to make a submod for each mod.
It aligns the units' stats and design philosophy with SFO. More health per entity, number of entities per unit, some abilities/passives here and there, tons of little adjustments.
Some changes are listed in the change notes (look next to the picture).
@McDili
Hey, I'm but a humble submodder but thanks, I appreciate it :)
It works fine on my end. If the problem persists, check that the SFO submod is indeed active, and maybe try to reset load order (bottom left of the launcher, the little gear icon.)
Also, update:
Added imperial allegiance to danzigers, mortar muskets, tiller guns, hellbores.
Increased gallowdogs unit size (and health, bc of the increase in models), they should feel like a true penal battalion now lol.
huh. That's not supposed to be the case. They should have the same HP as chosens. Let me check.
And Deithland seem to be delisted for now. Don't know why.
Sorry for the stupid question.
Came here after seeing MonsterAbound play this campaing on his yuotube channel and it looked amazing!
Must be a mod conflict on your end, it works fine with me.
@Jeremy Lin
Stats-wise pyrehulks are in a good place I think, as they are a tier 3 unit with melee stats comparable to a (slightly worse) aspiring champion. But they actually have the same health as aspiring champions unit lol. Also they do splash damage in melee, and their projectiles go through multiple units (fusilaxes projectiles go through large units too). Might add missile resistance on top of physical resistance.
I'll take a closer look at the gas though. Balance is a bit iffy with damage-dealing passives as it can quickly become overpowered. Thanks for the feedback!
Thanks for the feedback ! I adjusted values, changed some attributes here and there.
Tell me how it feels now !
@Pravmlormd
Hm. Maybe ? I'll take a look, but no promises.
All Units: Probably could use a hefty HP boost, 20-30%
Deithguard Axelock/Blasterkey (Rifle shot): Should have ranged power roughly equivalent to Handgunners, add shieldbreaker as well? Charge Defense vs. Large for Axelock
Pyrehulks (both): Add Area attacks, Small physical resist buff (5%?) and missile resist (10%?), Charge Defense vs. Large for Fusilaxe
Tiller Guns: SFO Steady Aim buff (Hochland Long Rifles have it)
Chemlancers (both): Double missile resist
I almost want suppressive fire on the Danzigers, since they are a pseudo replacement for the Nuln Ironsides that also get it in SFO, not sure if that's to much though