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1: There is a GlobalWinner="First" tag in each medal/deed quest, so changing that to GlobalWinner="Participants" might allow multiple winners to get rewards, because I see that on other multiplayer quests.
2: If you can find or write some condition that only human players can pass, you could add that to the quest steps to block the AIs from winning. The tough part is identifying a condition that would actually do that, and I don't know of any. Maybe look at other quests for examples.
3: You might be able to block AIs from even getting the quest by adding some condition to the quest prerequisites. This would also require digging for a condition that actually does that, and I don't know what it will do if only some players qualify for a deed/medal quest.
<InterpreterPrerequisite Flags="Prerequisite,Discard,Technology">0</InterpreterPrerequisite>
I'm trying to edit for my own, to increase legendary deed cost for AI, so i could get them before AI easier.
Screenshot:
https://ibb.co/1f7m65C
Example, right now the military one has A)be first to pacify 8 villages, B) be first to kill 10 armies. Is there wa way to add C) be first to conquer a city, D) be first to own 3 heroes etc. I can do the conditions, my question is about can I add to number of choices at all?
Battle movement, on the other hand, is also uniquely powerful and shouldnt be too easily accessible. If every infantry or support hero could access that, it would really dilute the positional strategy of combat.
I think a simple +1 to base reinforcement positions would work better. You could even keep the reinforcement skills then, as going from from 3 to 5 is a lot more impactful than 4 to 6.
I think for Necrophages.. early game - so like.. era 2 - their micromanagement is not that bad at all. It startts to get really tedious later into the game.
I think an era 3 or 4 tech - or maybe as a quest reward for necros? - seems appropriate. I think at about ~era3-4, battleborn tend to fall off in usefulness, too. So it makes sense you get them easier at that point.
My main gripe with mykara is how heavily this scales. If anything, Mykaran units need an early buff, not a lategame buff. Your fungal regen buff is a heavily lategame-skewed one.
If you want, you could take a look at my major faction unit overhaul. I gave mykaran units a lot of buffs across the board and they do feel pretty decent now.
- Fixed the bugged Broken Lords quest, so part 5 will no longer get skipped.
- Combat regen per Fungal Bloom reduced from 0.075% to 0.05%.
- Fixed docks to allow at least one, plus one per 10 population.
For reinforcements, I made 4 positions standard because the original 2 were much too easy to cheese, especially when fighting near coastlines. That said, going from 4 to 6 just wasn't significant any more, and the perks that added these were a must-have for most players, so I tried to replace them with equally useful bonuses. These now buff army battle movement instead, which I hope will be just as useful, and still have some utility for rushing reinforcements to the front. I can still see it being a problem though with fewer units per army. Your best bet might be to remove this feature for compatibility with your own mod.
The Proliferator buff is a tricky one. The idea is to reduce the need for micro in multiplayer games, since this can cause huge turn delays for necros. In theory you can achieve close to the same result in vanilla with proper micro, but in practice this effect will tend to produce larger battleborn hordes. Unlocking it with tech would be good for balance, but it would leave the micro problem before the unlock. Scaling battleborn stats by era might be the best solution, but it will require a LOT of testing to get the numbers right.
The 12 techs per era number was somewhat arbitrary, but it worked well in testing so I kept it that way. I wanted the change to draw out the age-up process a bit while opening more techs to regular use. If you have your own mod that changes this and load it after mine, it should hopefully use your values instead. And yeah, some techs are definitely just weak.
Can you still build your first Cargo dock without a population requirement? If not, it would kinda break ocean-trade routes.
I also cant quite get behind the change to reinforcement positions. Reinforcement positions always felt to me like a decently powerful trait to have on a hero, oftentimes a reason to skill a hero a specific way. Granted, I use my skill tree overhaul mod, so there is actually a tradeoff between going class skill tree and faction skill tree.. And I also play with my max 6-unit army mod, so army sizes are in general a bit smaller, but you get an extra accessoiry on your units.
On that note, that extra accessoiry is actually really huge for build diversity, it opens up so many more interesting options for kitting out your units.
How did you land on 12 techs per era? I personally play with 10 and feel like most techs are seeing some use like that, depending on circumstance. Some techs are also just weak tbh.
I also have a few question regarding unit changes, seeing as I have uploaded two unit-balance focused mods myself, those are pretty interesting to me.
The buff to Mykaras Fungal Bloom Regen seems a bit much, especially lategame. Wouldn't their units just heal for absurd amounts of health with that?
Proliferator buff seems like good QoL on one hand, but also really, really powerful on the other hand. I think it is especially impactful early game, where battleborn are actually like decent units.
Personally, I'd like it if you needed to unlock that ability - through the faction quest or an era 3 or 4 tech, for example.
I noticed you changed <ConditionCheck_Prerequisite Inverted> to True in BrokenLords phase 5 quest. Any explanation for that?
Hard: up from 1.05 to 1.25
Serious: up from 1.1 to 1.5
Impossible: up from 1.15 to 1.75
Endless: up from 1.2 to 2.0
The list of deeds might not fit in a comment, but I'll give it a try in a bit. In general, I tried to avoid deeds that were directly tied to one faction's traits. For example: I avoided the "number of districts" deed, because outside of extreme circumstances it could only be completed by empires with the cellulose mutation trait.
- Easy: Players get +25% FIDSI+Resources, plus 0.25% bonus per turn.
- Normal: No bonuses of any kind.
- Hard: AIs get +25% FIDSI+Resources, plus 0.25% bonus per turn.
- Serious: AIs get +50% FIDSI+Resources, plus 0.5% bonus per turn.
- Impossible: AIs get +100% FIDSI+Resources, plus 1% bonus per turn, and a +50% bonus to unit/hero xp at creation and xp per turn.
- Endless: AIs get +200% FIDSI+Resources, plus 2% bonus per turn, and a +100% bonus to unit/hero xp at creation and xp per turn.
What are the new stats of Cargo Docks?
Why have you decided to play with 12 techs?
Which Deeds did you select?
This mod lets you set the dumping method to "none" in the game options, which removes the red/green circle and the popup warnings every turn. I've played a few 100+ turn games this way, and haven't had any noticeable sync issues. Save and load forces a full sync too, so if you do notice anything odd happening that should fix it.