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Having neither of these makes them perform far worse in the jungles compared to their cousins.
The Djuradon and Crictonoth should not have either as their cousins don't either.
An example would be Yamiboro having woodsman and the Jeheloqs having strider as the Yamiboros are chunkier.
Dinos like salamanders and Carnosaurs should have strider.
Also please add desert and swamp attrition immunity for all the added units, having them die from being in the desert or refusing to replenish regardless of territory due to attrition is annoying as hell.
I feel like i'm turning into a karen...
Lost Calm itself is not compatible with Multiplayer.
my friend and i had the same issue when i was playing mazdumundi and he was playing alarielle and we were NOT using this submod or lost calm. i think it's more of an issue with the SFO alignments button in co op than it is to do with this submod.
And parasaur riders get buffs from 5 different skills
These skills are: Skirmisher, swift rider, beast driver, spawnkin and soulbound.
There's also the frostbite contact effect.
I'll turn fire at will off and see if that helps my playstyle
When you have fire at will the unit will fire at the closest model that comes into range. This is a behavior set by the Devs of the game. As far as I am aware I cannot change that.
Try not to have a unit that tosses bombs behind your units. This tends to happen with any unit that hurls explosive devices. Only way to change that would be to have the unit launch the projectile like a catapult or remove the ability to damage friendly units. The catapult angle would look very awkward. It is a skirmish unit.
Not going to change the contact effect of tidecall. Doing so would change wh2_dlc11_spell_deep_tidecall that SFO already changes. I might make a new contact effect that only applies a -25% speed debuff.
10/10 service
The 2nd unit will cause more dmg to allied troops than enemies due to them throwing their bombs at the closest entity which is more often than not in the middle of the fight.
I fully understand that it may be difficult to change these things and the only real issue would be the bomb targeting, the "turtle" gunners can be annoying but by no means unusable.
Actually something i'm really annoyed by would be the tidecall contact effect on the Nuatls, due to it being applied to allies trying to use them without weakening your frontline is quite difficuly.
None of these points are meant in a negative way and is merely an attempt to help improve the mod. I'll keep an open for more problematic or balance breaking things but since the AI cheats having giant laser cannons are completely fair
There is the velocity of projectile, calibration distance, trajectory, marksmanship bonus (which is combined with calibartion area and distance as a base value), colliision radius (how close the projectile has to be to hit), calibration distance (when the projectile becomes more accurate), calibration area (circle the projectile lands in), does it home in on a target, does it prefer the center of a unit, etc
@Lord Falco
I any bonus that applies to the unit set lzd_dinos should be applied. Because all the Dinos are part of the lzd_dinos unit set and any bonus that is applied to that is applied to the unit. So in english, probably yes.
Most ranged units have near perfect aim, this can cause pretty severe ammo wasting due to the targeting going for closest enemies most of the time.
This is easily seen with the lower tier warbeast riders.
I'll copy this and comment on the main mod aswell
Try to unscribe from main mod and then rescribe. That might fix your issue. I will probably delete your message in a day or so, because it does not apply to the submod.
If something such as a bonus to infantry is not being applied when assigned to the melee table, there is very little I am able to do.
I lack the creative mindset to describe Dinos. Please ask in the orginal mod. All my descriptions would be crunch crunch or rawr!