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Im uploading a fix for the tier listings now, thanks for the reminder :)
By the way, I would like to say that Norgmril Ironbreaker as a ror unit is poorly adapted, it should at least give more health and armour at least 10, after all, this is the elite infantry in the elite armour normgrill and in sfo they were so, but you debuffed them, yes, as a race have become stronger, but this particular unit debuffed.
Why does the unit tire break on all the factions you change? In terms of miners were 1 tire, they are available everywhere even barracks are not needed, and now 2, and dwarven wars with 2 is now the first. Why are ironclads with 5(or 4 tire) now 3, even though they are elite infantry davi, and longbeards 1 and 2 tire respectively? It's confusing and spoils the feeling of using a unit that is worth something with its golden 4 tire
Is it possible to get a patch for SFO addition units?
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=2925985818
it is the only unit mod I play with, a part of my core must-have list, for the most part, there are legendary units, so reducing numbers and similar buffs to others, and they will be a bit op but that's ok as ALL the dying will be OP at rank 6+ (DE&WE especially) compare to green troops of other rares, even chaos!
the swam armys are always the best challenge and have to stop using your 'no ambush attacks/ lighting strikes mod' to give Rats and the like a chance to do some damage mid/late game.
wonder if you could make a patch for my 2 fav mods -
1st - ammo types 3 -
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2822409265
the battle ammo icons turn into pink placeholder icons and then mod does not work as intended.
(have tested with just SFO main, this mod and Ammo types so i know it clashing with yours).
2rd - SFO additional units
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2925985818
had a go, but could not understand the maths in converting the unit sizes for dwarf and eleven units, however there's only a few.
love your work, keep going :)
I tried to keep ranks in my veterancy mod to be separate from training, so getting veteran troops is represented by those who are able to get some recruit rank increases, but training is shown in their base stats and technology trees. I would recommend to both of you my high elf tech mod too, which ties into the theme :).
@thornkill Thanks for the feedback mate, the physical resist vs ward resist is a difficult one, as if you add ward resist you may as well be adding health in most situations, and I wanted to represent elves fragility against magic from the lore :)
One piece of feedback if you are looking for any... The stacked armor + melee def + physical resist stats make it so there is a day and night difference taking on certain factions. Fighting greenskins meant my spear line was the embodiment of Thermopylae, while fighting slaanesh was to see them cut down fast.
Not sure what a solution would be, other than perhaps a slight rebalance on resist, taking out some physical and splash in a lower amount of Magic/Ward.
All said, it's only a minor issue, and again you are one of the most inspired mod creators I have found. Thank you for what you've made ☺️
what your Fear tide of destruction about ?
Future ideas.
addition mod for this and to tie in elements of your Attrition & Veteran mods -
reduces the Elf's and Dwarfs replenishment a small amount so there slower than others as default (dying races should slower then humans etc) to balance that out, increase there starting ranks 1 or 2 by default to show there Dying race years of practice and experience (decades of hiding in trees /Elf island/mountains or raiding & defending against raiders) - giving them a head start in high ranks later as they will prob take longer to grow/expand then others - if that make sense.
Simple changes that shouldn't hopefully collide or clash with other mods that do big picture stuff our slot in depending or what world/challenge the player wants to create.
love the ninja feel of Wood Elf now, and wanted them to be more elite but with out buff there states so there was unbalanced, this the best way loreful/immersive way of doing it :D
playing with 'replenishment matters' and 'rare powerful veterans mod' as advertised above = great combo :)
question,
looking at the mod in RPFM i'm trying to the value that changes the amount of men/lady per unit to round them to 40 rather them 38 ?
(play on large unit sizes) not look to change anything else, a very personal thing, hope there a way to do it.