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报告翻译问题






A scout unit with acutesense on the other hand should exist.
Same for other stupid units, like the Ash Trawlers.
Ratkatcher often summon their rats in the far back.
@bargain hunt and thank you for making such an amazing mod
Im not sure if im doing something wrong with it so im wanting to ask here since it works fine single player, and when going to set up at lobby it reads the mod count off correctly but once in lobby the mod is suddenly missing from the lobby list.
10/10 mod would accidentally flood Agartha and depopulate Elysium with shitty muskets again.
Building more than one waste faktory does not increase production. This is because waste faktory production is tied to a player event rather than a square event. I think an event structure more like the following would be better:
squareevent
+class -2 "Lord Mekanik"
+squareowner -2
+chance 100
+terrain 611
newunits -2 "1d3*Automaton"
endevent
Feedback is very much appreciated though! I'm trying to find a better way to implement the Unstable Automatons and Landmines so they aren't quite so useless.
The first one, too many units have the scatter tag on their ranged weapon and it makes an army of your rats look a bit like a joke as they constantly miss the enemy, even the Pale Ones without depth perception hit more often than them, I think some of the better units should get the scatter on their ranged weapons removed.
Second, a lot of the rogue automatons that can explode and impair an enemy often can be simply outrun by a roaming enemy, which okay sure they are weaker than a spearman but they also explode on death, as such if there's a way to counter that it would be nifty.
Finally, while you can make easy gold by selling iron, how about a ritual to spend 20 gold to get 15 iron or even 10? Using the Ploughs for each tile is a bit tedious.
Still great, like everything else about it just felt like i should bring that up
A rocket launcher unit, 1 trooper, that helps with capturing settlements early
Either allow that multiple stacks of conscripts can be recruited per turn, give more free-spawn buildings and/ or improve the spawning rate or a special commander that can exchange gold for spawnining more Konscript stacks
Turn the “super harvester” into a regular unit (the faction really needs the resource boot)
Shoddy steampunk mechs of mid and high tier, tanky and armed with acid guns/ gatling guns, also mech upgrades for the commander
Nukes that function like fast self-destructing units that deal high damage but die after their first attacks
Mid and high tier infantry
More automatons if varying sizes and tier
Special units/ machines that solely help with transporting units (as a swarm faction the faction really needs help with logistics)
Ways to explore/exploit the ocean and Agartah
Stuff I noticed:
The faction has no useful low tier units and cannot capture anything in the early game, the conscripts come in way to low numbers to really form a swarm and die to fast / (I lost a 1 stack of both Konscripts and a commander against 6 fire ants)
The “artillery” units are for their cost and power more mid tier units, they pack a the punch they should, but the faction only gets with luck there#
The defensive buildings are really useful
The faction has no endgame