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报告翻译问题






See, it didn't make sense to me to give Frostlings farm construction abilities on snow, because they don't occur to me as farmers, but rather Hunter-gatherers and fishermen. So why not instead give them special bonuses on huts (and maybe coastal tiles)? Think I'll call it Hunter's Lodge and either even them up to farm level or maybe make it slightly different... Bear with. 🐻❄️
I'm afraid however that I haven't even succeeded at making a draft, as the files won't talk to each other and nothing shows up in game.
Love the idea of Frostlings marching again, but having to spend two slots simply so they can eat ....
@Fenrisúlfr I always appreciate your support!
Anything but Ratkin, because they're so damn fun to play right now. Tear them down!
Would you mourn the removal of things like Toadkin's leap, Ancient's deteriorating vessels, Goatkins's pastures, Wolfkin's savage strikes and the new Avian and Molekin ideas, in favour simpler traits like small stat changes, rebated buildings and cost changes?
Is giving the "new" races more complex traits more frustrating or more fun?
The Imp bonus is fun but absolutely insane. It also has the potential to cause lag with vassal spam. I recommend reducing it to a much more modest -10% (down from -50%).
I recommend changing the food bonus to only applying a much smaller 5% food bonus per neighboring city with no penalty, this will require changing the name of course (the name was weird anyway... herd animals do not typically want small herds, they are very happy in huge packs).
I then recommend adding a penalty to the Goats that increases their morale loss by 100% called, "Fainting Goats." That hefty combat penalty should help negate their eco bonuses while selling the fantasy of playing goats.
The food bonus is all over the place. I get the complaints about the food bonus. But by 100% playing around the bonus (like described below) causes an early game explosion and vassal swarm potential. The AI would definitely not be able to play with the goats effectively. The late game can easily result in food dropping to 0... which is not fun.
In detail:
By turn 3 I grabbed Fruitful Integration by starting with 5 Nature. Adding Settler reduced the Imp cost per city to 50 (as Settlers stacks with the Goat bonus).
By adding Swarmers & adding Agrarian on top of the Goat bonus, I reduced the food cost to grow and I was adding cities in clusters so that they were touch one another. This meant each city had a massive +30% food bonus turn 7, negating the penalties.
Vassals can be released immediately and reductions to cost apply here also (first vassal is free, then 12 Imp up to only 50 Imp).
Evasion also caps at +95% with excesses being ignored entirely.
Accuracy also removes evasion at a 1:1 ratio while also helping hit distant targets.
Accuracy, meanwhile, is uncapped.
So the Elf +10% accuracy is insanely good. The Avian +10% evasion is pathetic.
There is a reason why the starting Accuracy item infusion grants +10% accuracy, while the starting Evasion item infusion grants +30% evasion.
If you gave Avians 30% evasion, it would at least make them annoying. Because of minus armor, Avians' would still get stomped by melee and physical magic so it should be fine.
Honestly just giving Avians flying is the easiest choice that does not require much programming. No need to make your modding job harder than it needs to be.
Also keep in mind flying is not nearly as strong as it was in AOW 3. Flying units cannot enter the water without seafaring. Everyone can start with a tome that allows you to summon flying combat units now. Flying can also be given to every race by starting with Giant Eagles and the cost of Giant Eagles had to be reduced from 5 to 4 and now, finally, to 3 because they realized it wasn't all that good.
Other users have complained about the Goatkin food malus being too limiting 🤔
Perhaps there is something to give to Avians to further compensate for the -1 defense. As long as it balances with halflings -2 and their lucky feature, I'm down. Maybe something with damage or knowledge gained from battle... Ooh or perhaps gaining move points from victories (strategic) and attacks/kills (tactical).
As it stands Avians are less than worthless while Elves/ Dark Elves, Dwarves, Goatkin, and Draconians are incredible.
Something you could do is make certain racial traits cost more than others.
Examples:
I would actually give Avians a -4 (evasion doesn't matter when you are giving other races accuracy bonuses and - armor is horrible). Alternatively replace "Updraft" with "Flying" and "Fast" and Avians become a +1.
Goatkin would probably by a +10 (as any changes to Imperium costs is absolutely insane and the late game food malus doesn't matter as more growth means more unhappiness while early food bonus means you start steamrolling.)
In general I could stand a little bit of lopsided balance but things here are really all over the place.
I'm considering if they perhaps should have an even stronger HP buff, say +30, to make up for it, and/or def/res to +2/+2, but I'm not sure if that would be extreme, too. Or perhaps lower the decay to -7, but I don't really like removing the debuffs as much as making it interesting with a stronger buff.
Let me know your thoughts, all! How could we compensate for this in a cool manner?
Would love this below as well! Thanks again for the best mod!
@Grathocke Agreed, I do miss that bit as well! We've discussed it previously and a +5 or -5 morale for liked/disliked terrain could be a nice little modifier. Could also experiment with +10 and -10 as a next level for hated, but that might be too powerful with other morale modifiers included. Nothing I have time to look into at the moment, though, even if it would be cool to link with the heritages!
I looked into the morale system and it would indeed be possible to change morale with terrain. But then come the complications with Adaptations, which the previous title didn't have. I would likely consider it too much work to go into each and every adaptation and make it so that say, Halflings with an Ashland adaptation now would no longer hate Ashlands.
I might, however, be able to give a bonus from the adapted terrrain type which would then compensate a little bit for their normal dislike or hate for it, or give a big plus if that race doesn't have a negative for it.
@Grathocke Agreed, I do miss that bit as well! We've discussed it previously and a +5 or -5 morale for liked/disliked terrain could be a nice little modifier. Could also experiment with +10 and -10 as a next level for hated, but that might be too powerful with other morale modifiers included. Nothing I have time to look into at the moment, though, even if it would be cool to link with the heritages!