安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






You can try some hit chance mod (if it will overwrite the values) or change this mod in Pack File Manager and see will it bother you that the fights are over much quicklier.
it locks like they do 2-3 time as much hits but the monsters are just air crawling
is it worth trying some hit chance mod so they dont miss most hits?
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=1187056479
Таким образом, использовать его с Active Clash или More Active Clash бессмысленно, так как они меняют одно и то же.
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=713257097
http://psteamcommunity.yuanyoumao.com/workshop/filedetails/discussion/739301746/133261907132377521/
I made it without much thought... Here is a version with a somehow more charge speed, somehow less radius, somehow more spacing and somehow more projectile intersection radius:
http://www.mediafire.com/file/4ip0s1pg6a420m0/activeclashmore_sr.pack
Warning: it's a mess.
If you have the test version lying around, could you please upload them? hehe :D Just for us chaotic loving players haha.
Ty for the reply.
There was some mod making that sort of change... Found the link in Active Clash comments:
http://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=691625850
Thank you for the comment.
I believe this mod will not change much when archers are already in melee, but it will help some friendly unit pass through them from the back, letting them retreat faster before they will be occupied in melee.
Updated.
I was away at business trip, but I can update the mod if you are interested (now I plan on updating 60%, that is not one of them, of my mods as it is too tedious to recompile them all every update).
Generally I tried to affect vanilla battle results as little as possible, changing only visual aspect of combat, but with the changes done it is not possible to not affect combat itself at all. In my tests the battle speed remained pretty much the same as in vanilla version.
Can this happen with the mod?
Also... this is getting pretty long, but will this make battles longer?
Playing broken mods is fun in a way too, but I did not want to make surprise mod =)
I just do not have time to test updated mods. Nothing should change really, so that should've been fine, but it seems some row was shifted in 'melee_weapons' table, making a mess after that.
It helps when someone reports an error.
Best regards.
While managing mods I start to dislike updates (:
@† Изгой † нзч )
You can try Active Clash mod (description) which changes only parts of 'battle_entities' and 'unit_spacings' tables.