Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
The twister of Twilight dont have posion shots, or do they? They shoot the scatter shot, even there is the posion shot available xD So the posion shot itself is missing :D
Holding up an update is the current Pack File Manager schema, which needs to be updated. As is, I can't view the land units and projectiles tables, thus can't check what needs to be fixed.
(I don't have the latest 2 DLC but may get them if they come up on sale.)
ok thank you very much !
@penwy the "ammo types" are shared across all races, (the last loaded ammo mod will dictate the tooltip names used) hence generic names.
SFO Compatibility - It should function, However I took a a quick look at the missile damage in SFO and it looks like the first tier units will do slightly more damage and the higher tier units will do less. For proper balance it will require a new mod with modified damages.
Might look at an upgrade, so will be waiting on part deliveries.
I would however suggest changing the names in the tooltips when mousing over the abilities to the "actual" lore names of the shots (hagbane tips, starfire shafts and swiftshiver shards). It would be a bit nicer, and tbh, people already know what those shots are, and the tooltip is pretty self-explanatory.
I can confirm the AI does use them, but only on the base units, attacking an athel loren garrison as norsca, the glade guards with poison kept their base poison shots, but the barebones ones had switched to starfire shafts.
I'll add that while the mod is fun to play with I understand why CE originally didn't do it this way, because the versatility of being able to change ammo in-battle, and the possibility to get access to those ammos without the building requirements aare slightly broken.
However the damage values are for the vanilla game - and my vague understanding is these may have been changed in SFO -
So new projectile types (and the games deepwood scouts - swiftshiver shards) might be unbalanced.
Some may be good to go, for example the glade guards standard, hagbane and starfire - all that was done was to say their bow shoots those types of base game projectiles.
Oh the other hand if SFO has edited/renamed missile types and projectile names then they wont show up.
This is more for those of us that would like to have the convenience of switching things up in battle. I've found it quite fun and thought others would too.