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Had to manually unzip the mod archive, otherwise it just refused to be considered as installed mod by some reason
Wish you an awesome day, you are truly amazing
i recently tried using the worker unit in combat, and his ability "fortify pillbox" doesn't seems to work at all.
I tried using it on his own gun turret, nothing.. tried also spawning a pillobox using an operation, still not considered a valid target.
Something is off maybe?
I have been starting to work on again the AOW4 mod, devs will likely put out another 2 or 3 DLC's but they may finish up next year.
AOW4 is a far more powerful, bug free and tedious engine. It has all the features or at least a way to implement such as unit mods in an alternate way.
I have been implementing successfully additive features like audio and UI updates, the only last hurdle I'm working on is scripting, if all goes as planned we should be able to do some incredible implementations. I'll still try and find the time to do updates to PF mods when i can though
like if i wanted just Colonial Guard, Vanguard, & Therians as options...
And yes, you're right : only heroes recruited from the Empire mod menu (a.k.a. leaders) are "saved". You can even choose which one can be recruited when playing with another leader and which can't (they also gain a level upon victory even if they were not leader for this game). Being able to recruit a level 20 from the get-go is pretty powerful.
- Factory Droid is mechanical
- Sandbags now have their minimum range removed, they no longer explode on death, increased health points, new particles on death
- Raiju now correctly shows its cannon
- Drop ship has an increase to health from 36hp > 60hp, the transport ability wasn't correctly linked and also displays in transported units properties
@Kamen Rider Nexus
I dont think its possible as the hired guns are heroes, only leaders carry forward from memory
I finally tried the Drop ship and... I must say I was quite disappointed. For a tier IV on the very end of the tech tree, he's surprisingly fragile. It's attack power is decent but lack basically anything else. And how Evasive maneuver, that -5% received accuracy per hex moved make sense with such a MASSIVE model ?
But my biggest complaint by far is it's utility role... and "utility" might be pushing it. On paper it's cool : rapid deployement of infantry through hard terrain or water on the world map. But in reality, it is VERY limited because of the conditions : it must be infantry (so far, so good) AND light unit. Which eliminate a good half of all CG infantry units, including the most important ones, like the commissa- ahem... the "officer", the workforce or the special force. It can basically only bring tier I and a couple of tier II.
The Mech Giant - Raijü varient looks like he has a canon... but he has no range attack ? Despite having overwatch ? Does it appear once you're in battle or something ?
Remember my qualm with the +1 range that also increase minimal range ? It was the sandbags of the Workforce all along (for the record, those were unmodded). They can't use melee if they're inside... to those directly next to them that is, but they can for those exactly one hex away. Same deal for the turret placement and basically anything else I recon.
But it get worse. For some reason, when destroyed those sandbags EXPLODE ! As if those were volatil environement ! What the hell did they put inside those bags in place of sand !? On a more serious note, if it's on purpose, a mention of it in the UI would be very much appreciated.
And lastly, for a "heavy defence" they're pretty fragile. Very much so.
Btw, a tiny issue with the PlayableFactions (comments locked so only can write there, sry): Automaton Factory Droid do not possess Mechanical requisite for whatever reason.
@hydrus67, ah yeah empire traits. I don't think they would be overly hard to add. But any large free time i was actually planning to get some race models ready for AOW4 in theory the geometry is the same for each race so you should be able to export say the lycan race and re sculpt it to say foxes or bear and just copy the rig data. If people want empire traits trhough i can spend a day or two mocking them up for the races
When I was talking about mission in galactic empire mod, I was actually referring to the pre-game objectives given by factions, not the random missions given once you're on the map (yeah, those were rare but I did saw some).
You know, things like build industrial specialisation from Dvar, create colonies from Vanguard or defeat an empire within 20 turns from the Kir'ko. That kind of missions.
The only explanation I can come up with is the compatible part you mentionned, but the only mods I have is your mod pack though ? Do I miss something else ?