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
Trying this mod right now. So basically we get new units after Confederation? Or after taking certain areas? Like regional recruiting from Rome Total War mods? And along with that we get to choose buffs for certain units at level 10, 20, and 30? Am I close? Also says save game compatible, how does that work if my main lord is say level 15? I can start a new campaign but I'd rather not. I'm around turn 25.
Cheers for the input!
3. Star Dragons are the best monster in the entire game (again, in vanilla) and I honestly can't imagine them being bad in SFO. There should be enough incentive to bring them even without them getting any buffs. These mods are not supposed to buff already overpowered units.
4. Dryads already have an aura which regenerates health and fatigue for nearby units.
Again, I am answering these questions because people were asking the exact same questions in the main mod. I don't know how things work in SFO. So Mathayus has the final say on the balancing of units. Still I hope my answers have cleared some questions.
1. If you are looking for Missile superiority in Alith Anar's army, Shadow Warriors are the units you want to bring. Shadow Walkers put their emphasis in melee combat. (No they do not receive the same buffs). Also due to their 360 degree fire arc and the capability to fire whist moving, they both should have less ranged DPS than SoAs.
2. SoAs' fire damage means they will do more friendly fire against Forest spirits whilst not guaranteed to do more damage to your enemies. (At least in base game you do not get more damage shooting enemies with 0 Fire Resistance and enemies with positive Fire resistance will reduce their damage taken). As such, removing Fire Damage was considered as a buff from me.
Alarielle's Treeman.
Since there's no lord skills that actually buff these units, you're most likely better off getting dragons or something more powerful.
Perhaps give them regen aura so you can keep them in the thick of your armies as both tanks and support units? I see no reason to bring them in an army roster setup with Alarielle currently. They just don't fill a role as siege attackers late game, and as single monster entities, they are overshadowed by every single dragon in the high elves roster.
- Lothern Seaguard (both variants) could do with some buff to the ranged damage. Perhaps make the missiles magic damage, or put some better debuff on the ranged attacks. My reasoning is the same as above. Currently there's no substitute for Sisters as ranged units on every single lord come late game.
- Imrik's Star dragons are surprisingly lacking any kind of synergy with his skills, perhaps give them some better debuff on attack if you don't want to increase their stats?
- Imrik's Dragon Princes could perhaps do with fire attack modifier? That would synergise well with Imrik's army wide debuff to fire on enemy armies.
These are just my preferences ofc, but I'd love to hear some feedback on this.
Thanks in advance, and also thanks for the mod!
So here we go:
- The Shadow Walkers need some kind of upgrade to their missile stat. Currently there's no need to get Shadow Walkers on Alith Anar over Sisters of Avelorn come late game.
Perhaps swap the bleed effect for Crone Hellebron's talented bleed (ups the damage on fewer entities) when Alith reaches T3 on the skill. Either that or perhaps up the AP damage with 5-10 on the ranged attacks?
- Sisters of Avelorn's fire/magic component on ranged is quite unique and does debuff the enemies with SFO mod. Perhaps up the debuff on magic and fire vulnerability on the sisters' ranged attacks and keep the fire element?
If I find any interesting/useful interaction with this, I'll let it know!
So if it applies to Gate Guards, then they will have exactly the same missile weapon as the Seaguards. As such, perhaps this change will not do a lot (Unless Gate Guards have better melee Stats, but I have no idea about SFO)
when at LV30,her Averlon units missile damage is 32(10s),missile range is 180,weaker in SFO
i know this characteristic removing flaming arrow is good thank you
but this characteristic cause Averlon units range 200-180 and the Damage became original edition,so i say it turn weaker
On the other hand, the forest spirit units are all weak to fire and thus take more damage from the flaming arrows. Since the forest spirit units are your front line in Alarielle's army, removing flaming arrow makes you do less friendly damage and do more damage vs enemies with high fire resistance.
This cause range 200-180 and the Damage get down
@shenhouex what do you mean Sisters became weak?