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报告翻译问题








2) I would always welcome new parts/sets as I love the customisation options.
3) I think income is fine.
4) skill tree fine also
5) I could take or leave mortal units to be honest, as long as beast men like the mono god gors stay thats fine with me.
6) I like the horde mechanic also so I would like that to stay.
also love the mod and look forward to being able to play it again when its updated keep up the good work and thank you for your work :D
I think the current design in the horde mechanic—where only Daemon units can be recruited—is excellent. Perhaps what I’d prefer to see is strengthening Daemon units and weakening mortal units, rather than directly restricting the recruitment of mortal units altogether.
Finally, thank you for creating this mod.
2) For set effects, I really like the sets that borrows powers from other factions, like the Slaanesh Tyrant set that borrows powers from the dark elves, or the Nurgle Abomination set that borrows from the vampire counts (although I really don't like the appearance of that set, doesn't visually look like it has any relation to the vampire counts), or the Khorne Beastlord set that has beastmen stuff. I'd like to see a cross-faction set like that for Tzeentch too, maybe we can get one that has skaven abilities? I know we already have a chest piece that has some skaven stuff. Or a set that has chaos dwarf abilities? Or a kislev/ice powers focused set? I'd just like to see more of that kind of set bonus in general.
3) I'm fine with the income as it is right now, don't think it needs much tuning.
4) I assume by skill tree you're talking about the daemonic glory section, and not his personal skill tree? Assuming so, I've always thought just making his tech tree the same as the daemonic glory tree was a bad decision, I would love to see an actual tech tree seperate from the daemonic glory mechanic for Daniel, but I understand making an entirely new tech tree is a big ask, and probably more trouble than it's worth for a mod that already has so many other additions.
5) While I personally liked to play a big united chaos faction, like all the daemons, warriors, norscans, beastmen, skaven, all together. Whenever I want to do that, I just use the peacehammer mod, which works fine with this mod and enables more than just WoC, so I'm fine with the mortals getting removed from this mod to trim it a bit.
6) I like the horde mechanic, and like you said, if the players don't want to use it they can just ignore it.
I say add the Daniel Cultists and
give them the ability to summon a bunch of different demons based on the alignment of Daniel. That seems thematic. Maybe going Undivided lets you have the 4 base summons of the mono god summons the mono faction cultists get. While the Monocultists get the more powerful summon tier 2 summon of a chaos demon if Daniel sided with a specific chaos god. Also have a shrine mount based on Daniel's path.
A cult mechanic would be cool to add. Maybe Have cults be how you get mortal chaos units by corrupting the folk there? If you feel cults are out of scope that's entirely fair!
A side request: It would be neat to add a single regiment of renown unit that is a corrupted Kislev unit with the flavor of the unit being the mortals that stayed with him from his original journey to the chaos wastes for Ursun.
So mortal units help to restrict undivided roster and make monogod paths more unique. Without mortals there are too few daemons for that restrictions. Cause Chaos Undivided do not have its own daemons.
3) im sure buffing the income on buildings would make it too powerful if one were to use it with the horde buildings, but perhaps the +% income in province effect could balance it without affecting the horde.
4) personally dont like that daniel's skill tree is the "research" tree, since it forces the player to use him in every fight to get progress, even if it means risking getting him killed, otherwise i think the skill tree as tech tree is much better than vanilla, besides the "Rotting Nourishment" giving nurgle daemons reforged, its the only god-specific effect among the skills in that tier (also dont like the chaos features at 1370 still being the old/outdated mechanics, straight up feels like CA doesnt want to modify anything in this factions mechanics.)
5) i think mortals should stay, the monogod factions get mortals too, and removing them would only give the chaos furies at the start of the game unless some other daemon units are unlocked to take the mortals place.
With that context given, here some opinions:
1) Early game items have not felt very impactful to me personally which lead me to mostly ignore them or pick whatever most turns until I get things I visually like as mentioned above.
2) Never really bothered with Set effects because of picking items for visual style and even with mixing items around Daniel felt plenty powerful to me. Cannot say anything about the very late items to be too powerful or not. It could be interesting to consider more Sets that require less items to activate like 2 or 3 to mix and match several 2-item or 3-item sets for effects instead of having the effect of one 6-items Set or similar. N'Kari, Keeper of Secrets or Dechala style multiple arms might be cool to consider, but loving all existing options already.
3) His economy does not feel great for a long time early on, even getting more than one army is difficult to maintain for a good while early which lead me to always maximise income over anything else, postponing upgrading other things to get more fun units.
4) Skill tree I like and did not find any issues with.
5) I personally really enjoy the Mortal units in the roster, but mostly for Chosen and Hell Canons. Considering Daniel can already recruit Mortal infantry in Vanilla having Chosen only feels like the logical progression. And Hell Canons to me feel almost like a hint to his origin being a Kislev hero, like a Chaos Little Grom. Mortal Monsters like Giants and Feral Manticores feel like a nice way to have low tier single entity monsters since getting others is usually pretty late down the building chain. As for Mortal Lords and Heroes it feels logical to have them since even in Vanilla some Mortal Human Units are available to Daniel.
One thing I have noticed however is the accessibilty of Mortal units since building their structures has very low turn duration usually only 1-2 turns to build even upgrading from tier 4 to tier 5. Maybe the usage can be balanced by increasing the build time of the buildings somewhat so it is more of a consideration to get Demons or Mortals.
Otherwise Mortal units, heroes and lords can follow the same logic like you mentioned in 6), if someone does not like them there is noone forcing them to build, recruit and use them just like the Horde mechanic. Would love to see them stay in.
6) Agreeing with you. If someone does not like it, simply do not use it. I use it barely at all and only upgrade the buildings very late. Never really recruit from it and have no issues with it existing at all. Just as mentioned I feel like this logic can be applied to 5). It existing adds variety and options though noone has to use it, however it is awesome to have more choices.
Really enjoyed the mod for the options and variety, really fleshed out the faction to be one of my favourites to play. Without the mod the faction feels lacking.
Thank you for the mod and your consideration!
In regards to point 5: As someone that prefers to use exclusively Daemon forces, I think having the mortal lords and units is ok for the same reasoning you had for point 6; if you don't want to use mortals, you don't have to. I personally have ended up kind of liking it, as the mortal lords can become Daemon Princes themselves, so what I started doing was keeping the armies that survived to see their lord ascend, and replacing the units with Daemons for their new lord. Also, when using the Allegiance of the Damned mod it really makes your faction start to feel like its own Crisis, and makes using all the other LLs have nice variety for their units - BUT, that's involving another mod, so I understand if you ignore that point entirely.
I think making a unique cultist for him could be fun, but I also think that, yes, it could cause more mechanical bloat.
And, again, I understand if you go forward with the decision to remove mortals entirely for the reasons you listed.