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Also, the issue with some artillery engines creeping forward is an animation issue. The animations for firing for some units don't return the unit back to the 0,0,0 starting point of the animations. That is more fixable with animation tools, but outside the scope of this mod and not something I'll probably ever be able to prioritize.
Snek posted on another mod of theirs: "Still feeling completely burnt out on Warhammer.", so don't expect too much too soon
One flying unit gets into your backline and there is chaos now compared to before. Plus you have to reorganize and re-hold units. It kind of diffeats the purpose of the mod.
Additionally, could you display an icon or anything on an unit to let us know if the unit is on HOLD or not.
I have to constantly recheck if hold is activated which is a major PITA. Its not helpfull at all, especially when using groups
If people like it - maybe you can make a MCT option to enable it.
As it is now its just chaos with it.
As for the Dreadquake unit awkwardly inching forward, there seems to be something in the game engine now giving a mandatory minimum of 3 movement speed that overwrites all other speed modifiers. So I cannot completely lock a unit in place. I think that code is interacting with the fancy engine setup of Chaos Dwarf artillery and leading them to moving like that. I think this is something we're stuck with.
Is that something the mod can fix?
None the less am not sure if it would mess up the formation if you mannualy focus a unit that wouldn't be in front.
Maybe a mix of both would be better, i don't know, just wanted to share the idea.
I've been running through a few issue though.
So the mod keep the unit from moving at all, so, if any kind of unit run through one that "hold position", then they can't get back in position. The same with any kind of artillery shot, your unit get splattered everywhere. Quickly, the formation is a mess, and you need to deactivate the skill, which is okayish, but can be messy at times.
So i've been thinking.
Am playing cathay right now and there is many skill that evolve through time. For instance the magistrate lord have a skill that goes like this:
after 5 second standing still: 5% ward save & missile block
10 second: 10%
15 second: 15%
One thing I would love to see, is that if I select few ranged unit, click the button, then select one unit click the button again to turn off and then select them all again and click it, it the activates for all and next click would deactivate for all.
Now it seems that if some units have it on and some off, when selecting units with different "state" together it doesn't do anything. It works only when selecting units with same state ether all off or all on.
Amazing mod.
take all the time you need.
Send you a Hug
The Angels of Decay (Plague Drones – Death's Heads)
Festering Stooges (Exalted Plaguebearers of Nurgle)
Noxbringer (Soul Grinder of Nurgle)
Ku'gath Plaguefather
and also
Hobgoblin Archers
Chaos Dwarf Blunderbusses
The Granite Guard (Chaos Dwarf Blunderbusses)
Hobgoblin Wolf Raiders (Bows)
Oglah Khan's Wolfboyz