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The huge upkeep issue is actually not a problem. You just need his special ship building to have the low ghost unit upkeep, and you get it for free after that first noscan battle. After that battle Vanghest fleet was only half my starting income in upkeep (1500/3000).
Keep in mind that he's a horde faction. Holding settlement don't do him much good moneywise, most of his income will be from sacking or pirate cove.
I hope you will be able to fix it.
Best regards.
Ah, hadn't noticed it was updated.
The upkeep issue is or was 100% on the base mod script, nothing related to SFO, I assume he fixed it, will need to browse his discord. The sfo patch will need some tweaks probably since most units mods crash for The Last Kiss without update. I'll check this out on my next day off.
Hello,
The vanilla mod being updated on the 19th, does it means there is a way to correct the several issues regarding upkeep, skills and balance in this sfo sub mod ?
The context and background story make it very interesting.
Thank you
Van Gheists units are ethereal, and thus have SFO Ethreal/Ghost unit balance. Low hp, no armor, high resistances, fear, terror, perfect vigor... I've based the balance on the Shadewraith RoR unit, to which SFO hasn't given recovery.
Last time I checked however the base mod had a script issue in vanilla which made even Van Gheists pay the expensive upkeep for his units. So I don't specially suggest using them unless that's fixed.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2441119710
There seems to be an issue with Vangheist paying the "expensive" upkeep for his ghost units, but that also happens without SFO so it's probably not on me to fix it.
I'll need to test to see if anything broke. Vangheist's not very detailed changelogs for 2021 do not tell me much of what could need updating if anything. The modding find no error so this mean it is at least safe to use for now.
For the units, they have the exact same stats as their non-ethearal sfo counterparts. Except for like 30% less health and no armor (what little they had) in trade for 75% resistance, 45% missile resistance, perfect vigor and terror. This is the same as for vanilla, except vanilla doesn't give the 45% missile resistance, perfect vigor and terror. So we could say that they are, individually, actually stronger in SFO.
Were you also playing on the same difficulty? SFO is often considered 1 tier harder. (sfo normal = vanilla hard and so on)
"In vanilla i was able to fight and win against full tier 5 high elf armies with literally just the etheral polearms, gunners, cannon and mortar units"
That doesn't feel very balanced! But in any cases, SFO rebalanced the vanilla roster and I ported these changes to Shadewraith stuff. So the finale balance most likely changed too.
In vanilla the etheral polarms can beat or at least fight to a standstill almost anything except maybe a few top tier infantry. In SFO they barely hold their own against norscan mauraders.
You'll have to be more descriptive than that. What is weak, the lords or etherael units? Compared to Mixu's non-sfo units or the non-ethereal ones in sfo?
Just updated it for the new SFO changes. Won't crash anything if either version of SFO are used, the ghosts are just less knock-able.
But units caps are now also in effect, depending on which SFO caps you picked. That should be save compatible too I hope.