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回報翻譯問題
I definitely disagree with regular gun units being 'pointless against infantry', none of them have been nerfed, theyre exactly what they are in regular SFO and most artillery is only stronger against larger targets, and usually weaker against infantry due to accuracy penalties. Magic is about the same against infantry too, if not weaker.
Have you fixed shrapnel and types of shells for artillery?
Iirc comet costs a lot more mana and is much harder to hit than hammer correct?
Also I wanted to ask, and that damage you add - does that damage change depending on the boosted or unboosted spell?
https://imgur.com/a/V6Z7USj <- this is what the hell hammer tooltip should look like with my mod
As for the projectile damage, a lot of units can have very high missile resistance, which reduces how much damage a comet deals. It makes it hard to balance because you might oneshot a lord without missile resist if you buff it too much, but will still do quite low damage to an entity such as kugath or a giant who both have very high missile resist.
Also, I noticed that lords shouldn't take critical damage like the comet does? I just threw on a toad dragon and that 3500 thousand for enhanced, why not 5? I don't know, it's like magic not projectiles, but even if it's projectiles it's still a decent damage. But when I cast it on the Kugat, it was like 1000. Is that normal and is it all blessings or is the damage on lords reduced on purpose?
Hope you enjoy Commodus :)
Basic empire cannons will never usually be able to kill any unit before it gets to them
firing 12 cannonballs over 3 volley s should easily kill a giant or flatten some trolls, no idea why the vanilla damage is so low:(
i'll have a look at bolt of the ancients and see if it needs changing, but most abilities that are 'large' enough should have either a contact effect or additional anti large bonus (which doesnt show in tooltips ill add) to deal extra damage.
I disagree with campaign/large scale balancing, how i have it now is pretty much perfect for me, but i suspect we're playing very differently overall. I wouldn't call any broken, dying races have some slightly different balance in that most units will do better to the front and worse to flanks due to lower entities, but overall its fairly similar to the base game in terms of balance.
“Hello, testing your build for sfo in a campaign. I would like to point out a couple of things. Could you make the Doom Rocket ikit really so dangerous and serious not only for infantry, but also for lords and large units? It's basically like a comet, only scarier, or make that at the epicenter everything dies and then less and less damage, like a nuke. Or it would upset the balance and in the same way you can treat mortars like dreadquake at the dwarves of chaos why they do not kill any single targets? Well, and the same question to the abilities that have lords, which do not spend magic, but in fact cast spells and are the magic of a particular lord, but as if those are remade under the spells that you did not touch them, which is strange, for example, Lord Mazdamunti has “Bolt of the Ancients” and it is like a comet, but the damage as was, and remained, although the object is large and in essence should not badly damaging”.
Ill check into the dwellers dot see whats going on, could just be that the duration is longer than the visual effect or similar, thanks for the heads up
Added additional homing to most magical projectiles, so they are far less likely to miss, which of course meant i had to reduce some of the damage values to account (in the base game they are quite high if they all hit, but they almost never will), and reduce penetration on fireball so it focuses more on the explosive aspect of the attack.