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the bad: No horde growth building means slower access to units/No horde eco building means relying only on 500 gold sacking while you start with -300 upkeep on turn 1/0 uncapped t0 units means youre stuck with Starter army for at least 10 turns against Ai 20/20 armies/1st battle against lvl17 Elf with 2 dragons,Khorne Bloodthirster, Slaughterbrute means even if you win your army will be too hurt to fight without replenishment/Start in the ocean forces you to give nearby enemy at least 2 more turns to raise 2nd army while you regen/No blessed units/No RoR/ The building giving 1st skeleton cap are t2 and since you cant capture settlements it takes even longer until your first recruited unit/No economy buildings except for the % of a city you built undercity in, which gives 40 gold per turn for the first 30 turns or so while youre in the red/ Unless youre fighting and winning every turn with a weakened army youll lose before you see all the cool units.
I have a request, I have conflicts with mods but don't know which. My unit caps are above the units I actually have, so I can't recruit at the start. I simply do not have these 3 skinks and 3 saurus it says I do.
Can you, author, share a collection with the modlist you use to play this? Or do you do bare Vanilla?
As a small note, the buildings in the horde screen aren't very exciting. Useful, but since our recruitment buildings are in the sub-settlements (which I love), they don't get me fired up to build them.
Perhaps you could consider some extra effects, like giving a battlefield ability or spell or something, instead of putting them in the tech tree, so building them is more desirable.
Desync every time a battle is attempted with 3 players :(
Again, I like the idea but it needs some work to make it more fun and have a feeling of satisfying progression.
1 Your army might as well be made of glass
You have to use a lot of skinks because of the caps and a skink heavy army is only effective with Tennehuin or Oxyotly which both give bonuses.
2 Your lord only has 2 spells. He cannot give major magical support or fight well.
So anyway by the time I got to Skeggi they had a 17 unit garrison. Which would be no problem with any other Lizard faction. This one was a big problem.
Without Tenn or Oxy skink heavy armies suck
Also is there any way to add the necropolis to a settlement aside from conquering and gifting it? (aside from vasalising the faction)
Its a shame too because an undead Lizardmen faction might be the coolest concept I've EVER seen!! It just really needs a more tomb kings feeling
Your LL uses fire and life magic, literally unhelpful as if you misfire a fire spell you'll screw yourself and life magic doesn't revive. You have harsh unit caps with normal upkeep but 0 money generation. You "gift" settlements to normal factions but get no trade or money from them.
The win cons? I was shocked at how ridiculous they were.
It does come across as unfair to make it such an over-the-top difficulty mod and not make it way more balanced so casual players don't have to feel put off by touching it. I almost get this pit in my stomach I'll just be met with "get gud lmao mr 1000hrs" comments for daring to voice my concerns. This is a mod I want to play but in it's current state I'd rather not sweat my balls off the entire time.
If these undercities are set up like Skaven or Changeling undercities (very likely), you can't add units to the local garrisons directly. HOWEVER, you can create building effects that give your allies, the city owner, and/or others in the region/province/other range permanent summons, which is almost the same thing (or better if you extend the range :P ).
And, yes, you can also make them so that, if the city above is razed or taken by an enemy, the undercity isn't destroyed.
Come on you have a great idea but make it so very few will be able to avoid quitting in frustration.