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It makes their shields better, nothing else is altered.
No idea, tbh.
I believe - but can't be sure - that the metal shields are better vs penetration which helps the units in deeper ranks when the unit is shot from the front
as for the comment about not being able to connect, we realized that we all needed to have our mods be in the same order
"That might be it. Thanks again for the mod (Dawi really needed it), and the quick update."
I just happened to look at the comments here and whatever you posted got nabbed by Steam's automated content check and I can't see it. Can you repost?
I'm not 100% sure myself. I *think* the metal shields are better vs projectile penetration than the wood shields, but I am not confident enough to say that I am 100% sure on that.
If possible can you explain the difference between wood and metal shields? Your description seems to indicate that even at the same block chance that there is a difference. I looked online briefly, but can't seem to find any info on this.
Can you check again? I don't see it on my game and I did re-upload it a few minutes ago after I made an error on the first update
I will check what's wrong
The version of this mod that includes Chaos Dwarfs is located below. That version ONLY includes Chaos Dwarfs, and not regular Dwarfs. If you want both Chaos Dwarfs and Regular Dwarfs, you will need both mods.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2961812499
With Update 3.0, all the units I have modified here have had their shielding increased in the base game, meaning this mod is less necessary than it was before. Some of the values are still slightly different (I have most dwarfs at 60_metal vs CA's 55_wood). Also, while CA dwarf units still largely use wood shields, mine use metal. I have also deleted my Dwarf Warriors 35_metal from the coding in this mod (which results in them using CA's 55_wood).
So long story short, this mod will remain active as it does still (I think) improve on the Dwarf shield values, though not as significantly as it once did.
I stopped using the community bug fix because (in my opinion) it breaks far more things than it fixes. I had full campaigns get game-breaking bugs after applying the mod, and removing it didn't fix them. I'd remove community bug fix, start a new campaign, and see if it's fixed.
That's my best guess at any rate, I haven't heard any similar issues with my mod, and it just changes the values in one table, no scripts or anything.
I don't know what that is, but the higher priority mod always overwrites lower priority mods. This mod will overwrite any other mod as long as it's higher. However, it won't just overwrite shield values if it's higher priority - it will overwrite all changes to Dwarf units with shields in the "land_units_tables" section.
Depends on how the Dwarf units are modded. My mod affects land_units_tables. If your other mod doesn't affect that table, both will work together. If your other mod affects that table, only one of our mods will work (whichever is higher up in your load order, I believe).
I subbed to it and checked the files. I can confirm it won't conflict with this mod; different tables are changed. Load order won't matter either
Most likely. I haven't had time to read the patch notes yet or update any mods. If the patch notes don't include any dwarf shield unit changes it will be fine. If it does, this mod will still work, but you'll get my values and not the new ones until I update the mod.
Yeah, I never understood CA logic on the dwarf shields. I'm guessing that's how it is in the warhammer lore/rules, but idk.
(1) A little bit? That's not really something that can be reasonably tested. It'll make is very slightly easier since your units are now better in a specific circumstance (taking missile fire from the front or left).
(2) More shots will be blocked than before. I am not 100% sure what the penetration of wood vs metal shields is based on projectiles.
(3) As long as it only changes the number of units and not their actual stats, it should be. The "number of men" is in the "main units tables." This mod is in the "land units tables." If the 2x mod changes stats of the units too (melee attack/defense, etc.), then it will likely not be compatible.
Armor piercing guns and artillery does the same damage as before or will they also be blocked better now ?
I use the 2x units mod. Is it compatible?
Not for my mod, but it would be easy enough to add as a sub-mod for someone. I left the skirmisher/scout type units with wooden shields and less shield skills since they would realistically be less skilled with the shields than elite line infantry (and per the CA tables, the only real options are 30/35% block chance and 55/60% block chance). If there was a middle ground I'd probably improve them and the dwarf warriors. But without one, they'll stay on the lower end (imo it wouldn't make sense for them to have the same shield skills as Belegar or Ironbreakers)
Thx for the quick update too.
They did not. I don't think CA considers it a bug; I don't know much about the tabletop version of Warhammer, but I suspect the shield values come from there. They've been this way since TWW1. I can't imagine CA is unaware of it by this point, so I think it's intentional.