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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2470669687
This unti still looks marvelous, thank you! :)
One thing which I have noticed is that the transition animations are somehow bugged/missing.
There is a certain jaggedness between forward motion and stopping and also turning to the side while in combat the unit seems to rotate slowly.
Also Woizer's idea would be nice a very nice addition to this already superb mod, namely that Thorek's campaign Carnosaur gets reeplaced by your Shard Dragon. It would make more sense lorewise for the Dawi.
1) you check if there's movie packs that could somehow mess up with this mod (movie packs won't be deactivated even if you turn all your mods off, including the ones the movie packs are linked to)
2) try a Steam repair or your game
3) unsubscribe from all your mods, uninstall the game, and reinstall.
Honestly though if 2) fails, I would suggest 4) just ignore this mod, it's just a dragon, there's no shortage of those in this game.
- (I also see that no one else is reporting these errors, but they appear when I use their -individualitate mod, the errors also appear)
- Any help or solution? 🔴
He did express doubts about this unit current power, so IF I do get the permission to work on this, I will only change what I'm allowed to change, nothing more and nothing less.
If you are okay with It, of course (which Is not a given since we don't know each other so I completely understand If you are not okay with this).
If you are okay with this though, I would like to change the following:
-Increase the recruitment cost from 1800 to 2000 and the upkeep from 450 to 500
-Put a global unit cap of 3.
-Increase recruitment time from 1 turn to 3 (of course for the normal Shard Dragon, not the scroll version)
-Add the Immune to Psychology attribute, like Ben previously suggested.
-Allow Clan Angrund and Karak Kadrin to use the Shard Dragon in custom battles.
Of course I can change any of this If you don't like It.
Also notice that while you do have access to the Shard Dragon in campaign if you choose to use Clan Angrund or Karak Kardrin, you currently can't use It in custom battles with said factions.
That's due to the fact that, in custom battles, those factions are not tied to the main Dwarf group but respectively to the Karak Izor and Karak Kadrin groups.
- a short video of the bugs you report. erratic movements, blinking, etc ... ( https://www.youtube.com/watch?v=KUG3sgTfSmg ) 🔴
I really like your MOD
for the dwarves I hope there is some solution 🔴 ( or does the mod unit work like this?)
Then again it's your mod. I'm only suggesting stuff.
Also forgot to add. It doesn't have the Vanguard Deployment Trait despite having it in its description.
I will not pass a mod conflict (remove all mods I use and only use your MOD and the terror continues)
-They are animation errors such as erratic movements when being static, rotating without animation (static), so to speak, movements in the blink of an eye ...
- (Doesn't move smoothly)
well the unit is like this ...
any solution? 🔴
@Flamboyant Schemer61 : no worries, I'm adding it.
there is an error the unit does not move well (it moves, rotates without animation ...) with blinks ...
- (use the MOD alone and the error is the same)
any solution to the error? 🔴
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2470669687
@zerg93
Darn. Oh well.
While Urgat or JvJ can still cap these units from here through the main units table and consequently affect my submod in the process as well, they can only tell to the game, for example, to give them a global cap of 1 or 2 or 3 and so on.
Also, while I do think that the "x" unit capped for "y" number of buildings Is totally doable, I have no idea about how to achieve such a thing.
Probably a script or/and messing with other tables, if I have to guess, but I'm not sure.
It's a bummer to hear all of this but on the bright side I don't think that the AI Is going to spam these units anytime soon.
Nothing that a price increase can solve, though.
Done!
The Runeforge idea sounds good to me.
You could choose two routes in order to increase the number of Shard Dragons that Dwarfs have access to. Either as a building or a skill. Will continue in another post because it's too long.