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Rapporter et oversættelsesproblem
Bug report: I did a check today with my full set of mods active and got a CTD with Light in the Dark. Then I did a test with just this mod active and still got a CTD with Light in the Dark. Pre-test I validated local files and un-subbed/re-subbed. Everything else in the mod worked as it should.
And do not worry, it is fully updated and complete. if you have any feedback, balance concerns, etc, let me know!
so it looks like they are using there staffs like spears.
as much as I would also like the harden lava to work again, the added research post error and the naval errors have a higher priority to fix first
========================
Maal Nov 14 @ 6:11pm
@Gwynbleidd
Until someone pick it up or the author update it, you can sort-of fix the major issues by deleting a file in the mod:
C:\Program Files (x86)\Steam\steamapps\workshop\content\1669000\2984543162\Packs
There's a file called " TerrainDefinitions_Strategic.rpk ", delete it. The harden lava spell won't works anymore, but the rest is fixed.
Until someone pick it up or the author update it, you can sort-of fix the major issues by deleting a file in the mod:
C:\Program Files (x86)\Steam\steamapps\workshop\content\1669000\2984543162\Packs
There's a file called " TerrainDefinitions_Strategic.rpk ", delete it. The harden lava spell won't works anymore, but the rest is fixed.
Thanks for picking it up, there seems to be some minor issues here and there like the character holding their staves by the end and such, but a proper fix for the terrain issue is the one thing it really need!
I'll start picking through these files to see what's causing things. If I find a solution I'll let you all know.
Thanks, I'll try that.
Going into the mod's folder:
C:\Program Files (x86)\Steam\steamapps\workshop\content\1669000\2984543162\Packs
There's a file called " TerrainDefinitions_Strategic.rpk "
Ain't got knowledge for AoW4 modding, but the lack of a custom name tells me that this is a file that overwrite base game files related to terrain.
I deleted it and I cannot build research posts everywhere anymore. So that probably fixe the terrain issue. Will probably cause issue with Harden Lava? But I am willing to sacrifice that.
I guess that all of the problems come from the harden lava spell. It edits the terrain and probably overwrite the new features.
Research outposts are buildable everywhere. Basic seafaring doesn't work, so units can't embark. There might be other issues but I stopped playing after realizing my units can't swim.
Tested on a new game with only this mod active. Without it (and with a bunch of other mods active) those bugs do not happen.
Hopefully it'll be fixed -- those tomes are some of my favorites.
One of which is to make Bedrock locked, this can be game breaking as it allows you to clear out vast sections of the underground which I presume is not intended.
https://i.imgur.com/BKowm2a.png
Next, Is to add a Lava segment and to set Additive Overlay Placement to False.
Finally, convert all sectors elusively to Ashlands rather than Cave Floor.
You can simplify this by just removing all of the options, just putting in Ashlands, and adding a number of exclusions. Such as Mountains, Fungus, Fungal Forests, etc.
I understand that it's meant to then be turned into shadowflame by ranged units using "Wanton flames" but the ability to remove an enemy from the fight for 1 turn by freezing them is far more useful.
And i know i could just go for the tome of pyromancy instead of cryomancy but cryomancy suits the undead more.
An idea would making them cause "ghostflame" instead as it still counts as burning but i do believe it doesn't remove freezing.
Shadow dragons with a chaos transformation get ghostflame for their breath ability and i'm unsure if other dragons also get it.
And ghostflame does 4-4 fire and ice dmg so turning it into shadowflame with "wanton flames" wouldn't cause a big change in dps regardless of tome choice.
I do like the idea of flaming undead aswell but making extremely flamable units wield fire feels wrong.
However, if you've got to the point where your battlemage was cornered... your shield units weren't doing their job... and it's better to cast a spell to distract or flank the enemy in that case than engage it with a low damage melee, which will also get the mage countered and damaged even more.
Now if all of the animal forms had Slippery; that would be totally be a counterbalance and I'd have no complaint. But otherwise, most people will want a unit that's does 1 job well rather than 2 jobs okay. Up to you, though.
Sablemoon: Nightstriker and Sable Priestess are fine themselves, but again I will mention that Midnight Boars have lower damage than piglets, and the Snek has T1 damage. Personally, though I don't want Sablemoon ever, since can never trigger Lunacy as I have an alternate morale mod and Low Morale is super-rare in it.
Moongrove: On the whole superb. Probably too superb. Lunar Wolf is very strong, has the same HP as a T5 Dragon, with T4 animal defences. He does have a T1 attack and lower speed than most wolves, but I'm not sure that compensates. Grove Guard is equivalent to an Industrial Bastion too. Priestess'es Fae form is strictly worse than Autumn Fae for damage; and heck, worse than just staying as she is. But I guess she's just there to spam moonbeam.
Duskpoint has damage of a T1 archer, just with tri-elemental. Normally the cost of that is just -1. A Fury (the only other T2 Archer) is a 12 damage volley, so consider giving him +1 PHYS. The Ravens have a T0 charge, -4 worse than T1 Piglets (lol).
It's relying on Lunar Origins to carry these two to actual good T2 status, but at the same time, 30% inflict isn't reliable, nor will it last you long as enemy units get status resist. I likely can and probably want to skip Tome of Dusk in most cases due to this.
For the moment incubus and lambs to slaughter did not work together if incubus are the only unit that should have the buff, howerver i have a lot of fun