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
Some things I noticed:
Hunting Ground can be cast in Ancient Forests and Tribal Villages and Bandit Camps, but doesn't seem to spawn an units there. I assume the Dyrad Queen's Grove and the Druid's Hut will also fall in that category.
Hoburg Villages do not create ghouls. Not even little ones.
Trolls turn into normal sized ghouls.
The mod Zombie(Patient Zero) from King_Nichola has infected animals turning killed animals into more of themself. Some units even turn everything living they kill into more of themself. Maybe a loot at that mod or a talk with the developer could help with that issue.
Right now ghouls mounted on horses exist as the captains and the bear mounted ones can be obtained through rituals. If I could balance the bear mounted ghouls properly I might consider moving them off being exclusively ritual summons.
The reasoning behind the slower bite attack is the limited range it has compared to even claws. The initiative wont make that much of a difference in the long run shown via testing.
The way modding works is the classes are just assigned a number based on how they load. There are current 27 base classes so if you only have one class mod then it will be assigned as number 28. You should approach the quickstart guy and ask him to assign spawning stuff for extra class mods instead. If he adds in 28 to 40 that should cover up to 12 modded classes.
I played a lot of Dom3 but i'm new to AOE5 and i hope i wont tell to much bs...
I understand the choice of the badass lord in front line by design ;)
I tweaked the files for testing purpose, giving 3 init to ghoulbite since i cant imagine a bite striking the enemy before a longsword/lance attack and it seems ok to me, it's still quicker than a claw attack but not too OP
After further testing, it seems the giant is your bread and butter for early game so i would not nerf it too much.
For the quickstart mod: i just copied the "newmonster "Avatar"" paragraph and the "addstartcom "Avatar"" command in your mod file because i dont know the "selectclass #" of the Ghoul faction and it works fine but it will be messy for future updates :p
I suppose it would be better to add in the quickstart mod:
# Ghoul Lord
selectclass ?
addstartcom "Avatar"
i hope it helps you ;)
As for the quickstart mod. I took a glance at it and it would depend on how they went about adding the defenders with the gold boost, if it is via an event script then there shouldn't be any capability issues running both of these at the same time. If it is through manually adding the units to each faction then this faction wouldn't receive the defender or massive gold spike. Ultimately you just need to test them both together and see.
Ghoulbite may not be 5 init but rather 2 (or 3 max)
Maybe give the lord a way to heal afflictions (like fastheal) because he is 1st rank or make it midrank
Ghoul giant is a little OP, it may cost 15
Can i make your mod working with "quickstart" mod without merging all text in a single file?
Thanks for your work, i love the concept of a ghoul/zombie apocalypse :)
I haven't seen everything in this mod but I would say that the ghoul giants seem strong for their cost, I'd offhandly suggest making them clumsy or cost a bit more.
Also noticed some of the animal sprites like the ghoul bear has a weird sprite in combat.