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报告翻译问题






The original idea was to use items the usual way, but it's not the first time I have to search for a work around.
Any city beyond your first only benefiting from 1 radius increase is intentional.
Do the issues only apply to Knight Abominant, War Dog Karnivore and War Dog Brigand. Or Are Knight Desecrator, Knight Tyrant and War Dog Stalker also affected?
The changing stats I saw only on war dogs, any unit of war dogs. Levels were all over the place, once on lvl 2 war dog, once on lvl 5 and i think i didn't see it after they unlocked their elite ability. Will monitor it for more info.
Second one is that knights seem to be eager to die. This was observed with all the knights, but 9 health seems to be lethal. Enemy shoots my knights, I drop to 9, start my turn at 9 HP and die.
Other than those, I LOVE the mod! Please keep up the good work
Small possible bug: unless I am missing something, War dogs seem to spontaneously lose the extra stats they gain from levels. This happened to me 3 times when I was playing Khorne knights. It seems to fix itself in a turn, but can lead to deaths if unit is low enough HP when stats drop.
https://prnt.sc/h3gDlL5c7DA8
No description:
https://prnt.sc/jO-MNbgNo9h2
But in general the factions I add are as compatible with other mods as possible. Mod incompatibility should in general only occur if the other mod changes fundamental files of the game.
This mod may be about Chaos Knights that are lore-wise linked with the Chaos Space Marines, but from a game and mod perspective they have only a tiny bit in common. The basegames Tyranids and Space Marines share nearly the same amount of files with this mod than Chaos Space Marines or Astra Militarum.
And are there plans to make a Tau mod for Reinforcements?
And the faction plays pretty cool. No need to touch anything while it works as intended.
Maybe i'll just add for myself something like House leader that will swap walkers and take care of loot or something like that. Maybe. And most likely not before i'll finish my Darktide inquisition faction port to Gladius =D
Thanks for this new faction, for your answers and updates. Have a great day =)
Instead I planned on making items the main pillar of Slaanesh. But you can't manipulate item slots in a way that would make this feasible. So now they rot in the top left corner.
The only solutions I could see would be to disable the unclaimed item list or the finding of items for this factions. Neither are things I'm optimistic about.
In the beginning infantry sacrificed 10% hp for a 1 round duration buff, it felt very underwhelming and annoying to reapply the buffs so frequent. So I increased cost and duration of the buffs. I might change those numbers. The strength of the buffs will not be increased as the walker units already have enough buffs of their own. And while some of those buffs may seem underwhelming stacked on top of everything else they are much more than that.
The entire sacrifice infantry thing is mainly to give a thematic reason for infantry to be included in this faction. It's not meant to be a main pillar of power. Even so sacrificing 50% health of a simple cheap guardsmen to give your Knight Tyrant +1 accuracy for multiple terms is a powerful boon. The lives of infantry are meant to be cheap, disposable, worthless and meaningless.
(whatever it is with 33 invuln DR)
and the ones you have looted are stuck forever in your HUD
(not a big issue but still)
I know that nothing can stop me from rewriting a couple of units and turning them into heroic ones, but...i'm so much used to the fact that your mods comes in 2 parts where the second is starting hero =D Maybe add one? Something like the head of that Knight House? Maybe even with some kind of ability to change his/her walker class into heavier one onece they are researched.
i was like "ow...it is actually 4 factions in 1". Allegiance significantly changes your units and feels great.
The thing i'm concerned about is synergy between infantry and knights. Don't get me wrong - i like the idea very much (it is actually one of the most synergy-filled factions) but 50% hp cost looks too much for a unit that can not heal/be healed. 10% that used on Dark Disciples looks much more reasonable than other infantry that actually removes itself from combat for too many turns. Maybe something like 20-30% if the idea was to make them...suffer =D. Anyway still doubting that such minor buffs like +1acc worth the sacrifice at all
ready to rock =D