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That whole "lets add neat attributes at xp level 7" thing you did was pretty cool, and game has a bunch of rarely used modifiers and niche attributes that might be fun to play around with.
NGL I kind of though that barrier got removed because it became substantially easier to stack 80% resistances on phoenix guard.
I'll tweak Strength of Avelorn tech effect to also give armour to Sisters of Avelorn.
My personal opinion on the visibility from Maritime Empire / Spy Networks is that if you research it, it's a massive economic buff to be able get a load more diplomacy agreements. I'll keep those as is, especially since Maritime Empire giving visibility is a vanilla effect. You can always prioritise other techs sooner until you're ready to deal with those factions who might declare war if you made contact.
Thanks for your feedback though :)
I made quite a lot of broad changes with the update on 29th June - and felt that at point it was better to just redo all the screenshots for the mod. But you can see my comment down in this thread for when I made those changes.
One thing I might do in the future is made a mod which adds some spice to the 4 High Elf Rites, and make it so that Rite of Asuryan also gives barrier to Phoenix and Phoenix guard (a bit like Gor Roks rite which gives barrier to Saurus). That way Phoenix guard can have barrier sometimes but without you being able to build around them being a front line troop all the time. What do you think to that, and are there any other little things like that you'd like to see added to the Rites :) ?
//Not seeing it in the changelog, therefore asking.
In this case, I'd also wanted to completely remove those vanilla effects from the techs they appear on. If you look at my changes in `effects_tables` at the changes in my `cs_high_elf_tech_improvements_disable_some_vanilla_effects`, I've set the `Priority` of those vanilla effects to 0 (along with adding in a duplicate instead).
Setting the effect `Value` to 0 in `technology_effects_junction_tables` doesn't stop the tech showing up sadly. I think I got the idea for doing it that way from these Total War modding wiki [tw-modding.com] notes.
I was torn at the time between replacing the tech nodes or 'disabling' those effects. In hindsight, it would probably have been cleaner to replace the tech nodes.
On that note, a technical question: why all the vanilla effect overrides? Am I missing their purpose? If it's just to overwrite the loc text, then you can override vanilla text simply through load order - i.e. if you prefix one of your loc filenames with a "!", that file will take precedence over vanilla and let you overwrite vanilla keys.
Please see the changelog https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/3030550783
I've made quite a few tweaks on most recent update, and I need to update the screenshots and the description above. I hope I've not deviated from what people liked about this mod originally too much - if you don't like the direction of any of the changes, please let me know in the comments.
@HotPizza87 I've just stuck with stalk only for rangers as of this update, as I wanted to "de-bloat" some of the techs in some places. I think having 4 or 5 effects for a given tech can already look pretty busy in the UI. Apologies though, and as ever I do appreciate the feedback (even if I don't implement it).
Now, if only I could find a mod which reduced the building tier for Mages and Handmaidens access and capacity by 1. I'm so sick of waiting 50+ turns just to unlock 1 more of each hero.
Atleast the -control thing applies for -5% upkeep for archers etc. Not sure how the other parts works tho, the extra abilities. Im quite noob so maybe it works maybe not haha..
Great mod either way, love it! keep it up
On a previous patch for this mod I had added some effects to late game High Elf techs which would unlock spells from the lore of High magic for Loremasters of Hoeth - I've reverted that on my most recent patch.
Unfortunately, it would result on other spells from their spell pool going missing which I'd missed in my testing. And I just couldn't get it to work giving them two spells pools to toggle between because they have a composite spell lore.
Instead, I've added other buffs to spell lores that felt thematic to those late game techs instead. Will detail the full changes in latest mod patch notes.
Never say never though - I reckon the Lizardmen tech tree would be my next pick if I were to do another one like this mod.