Warhammer 40,000: Gladius - Relics of War

Warhammer 40,000: Gladius - Relics of War

Reinforcements - Death Guard - New Faction
Malaikat  [开发者] 2 月 16 日 上午 4:36
Balance concerns
Please post any concerns of the mods balance here.
Is any unit to strong or weak? Does any unit feel lacking a niche? How does the faction behave in the hands of AI or human?
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Cox Awesome 7 月 21 日 下午 5:52 
I grabbed your faction pack collections but for some reason when I have them active it is disabling Ore Fields and Shards of Vaul tile bonuses (the +20% mineral and +10% mineral/energy respectively) for everyone.

Other than that the factions are really interesting, still playing around to get a feel for specific feedback on how they play though.
Malaikat  [开发者] 7 月 22 日 上午 4:42 
I've taken a look and here is what I can see:
All base game factions are unaffected, for them the resource bonus works as if no mods are enabled.
For additional factions the tile bonus from for example volcanic works, the flat resource gain from outposts works, the city wide resource bonus from outposts works.
What doesn't work is the resource bonus outposts give to adjacent tiles.

This seems to be a general issue with all additional factions and how the game identifies additional factions, not only mine.
Most factions don't touch the outpost related files and for those that do, the changes work as intended.

I'd need to adjust every type of outpost for every faction individually and it should be possible to fix this issue. But for now I'll leave things as they are. From my testing all my additional factions are stronger than base gladius and don't need additional power.
wheat cutter 9 月 4 日 下午 3:07 
Heya.
This is a pretty cool faction that you made, and I do believe you when you say that its better than base game stuff, but I still find myself struggling into AI. I do prefer to fight impossibles, and I usually try to ramp up until I can mass out a massive army, this does not really work all that well with the DG it seems, they take too long so I do have a pretty simple question. How many cities do you think I should aim for, I think 4 is optimal but I want to hear your thoughts, because you did make the mod and play tested it.
Malaikat  [开发者] 9 月 5 日 上午 2:19 
Deathguard cities grow at half rate and take twice as long to construct buildings, but only cost 3 loyalty per city. So the idea is that you build twice as many cities in the same time frame. This doesn't work out completely, but 4 cities is not a lot against late game AI when Orks and AM have 5. You are supposed to have more cities than your enemies.
YunRu 10 月 11 日 上午 10:17 
how much does each gift and curse buff growth and production respectively?

in my game i just went from 8 to 9 growth with 1 gift but when i checked the files from my understanding it should only buff it by 0.05 or 5%?
Malaikat  [开发者] 10 月 11 日 上午 10:50 
You're not entirely wrong, but there are multiple steps to it.

First: The baseline growth rate has a -0.5 multiplier.
Second: Having any blessing up gives you a 0.05 multiplier.
Third: Every blessing gives you a 0.01 multiplier.
Fourth: Having all blessings ups gives a 0.05 multiplier.

All of these are additive.

As a result having a single blessing active increases your growth rate from 0.5 to 0.56 so a 12% increase in growth rate over no blessings.
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