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报告翻译问题






Its not like the AI ever makes proper use of dodges, just like with shields
Have you tried moving my mod to the bottom of your modlist to see if that helps? It could be an incompatibility somewhere.
With identical equipment, Amurath was consistently outperforming Hagar's damage by 48-49%, which given rounding errors is very similar to the 50% increase from the Hyrkanian modifier.
I then made a small mod which raised the ranged damage multiplier for Hyborians up to the same level as Hyrkanians, and upon testing the two were doing equal damage, so I am confident in saying that the modifier does apply. It's worth mentioning that this does not extend to players.
Personally I think it's cool for different races to have different strengths and weaknesses, but 50% extra power for free is probably too much.
Dress those archers up in Yamatai footsoldier armor with Zamorian thief hoods all colored black. I think you can see where this is going.
with that said archers for me seem to live longer and kill stuff faster.
anyone can spit out stats and buff's and numbers. but having fun playing the game is what counts, stressing over numbers is just "stupid"
So if the mod maker makes the thralls do more, and the game becomes more "cool" then i say, hell yea man! and thank you for putting the effort into it.
as a old player,
yes i remember when they had the broken cross bow (not a mod) but in the game. so yes there are players from the old days still playing.
I'll go ahead and keep the non archers the way they were, then. It does make more sense that way.
Regarding the combos. I think just archers having them makes sense. Currently archers are pointless because fighters are just better archers most of the time. Just T3 and T4 archers getting the new combos makes sense and is a necessary buff to archers.
So, the question is how to arrange this. Should non archers get the same combos? How do low-tier archers fit in a way that makes sense?
It may seem like this is an easy fix, but while I could just slap all the fancy combos into the second table and give you the crackshot dancers and artisans of your dreams, that leaves us a problem: that table applies to literally every non-archer NPC. I don't know how to force it to separate out low-tier artisans, fighters, bearers, and dancers from high tiers, meaning low tier non-archers will wind up somehow being more skilled than low tier actual archers. Make that make sense.
This is fairly consistent with the Wiki's descriptions of T4 thrall stats, with T4 dancers also having a max of 1.8 for both stats.
In addition, there is a fantastic mod called Extended Follower Stats which displays this information on the thrall's stats page so you don't have to use console commands. Again, it shows 1.8 for all three of your presented cases.
And your Google doc agrees. I just looked. They all have multipliers of 1.8.
I'd recommend putting the mod after GoC on principle. Larger edits should go before smaller ones; if not, the smaller edits can get overwritten. While I am not aware of GoC editing the combo tables for bows, it's possible they were, and therefore this mod needs to go lower in the list to give it higher priority.
Lastly, the mod in its current state works fine with GoC. I've been using both mods together without issue. What doesn't work with GoC are my future intentions, specifically double and triple light shots (firing two to three light shots in succession instead of just one). That feature isn't implemented yet purely because I'm working on making it compatible with GoC.
@Dread Swoop Thanks!