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DataManager.hpp:100: class proxy::video::Mesh &_cdcl
proxy::core::DataManager<class proxy::video::Mesh>::get(const class
std::basic_string<char,struct std::char_traits<char>,class
std::allocator<char> > &bool) const: "Units/BlackTemplars/ScoutBiker"
does not exist
This may not be relevant for your thread but I need help
1) Rescale amount of figures in a unit. Rescale their health so that total hp ends up "vanilla HP" times "multiplier" (I think hp multiplier 16, but re-check).
2) Rescale visuals.
3) Add one of the attacks multiplier traits
4) Add one of the increased duplicate cost traits (Tier1/Tier2/Tier3 etc).
5) Manually adjust finer details like hp-restoring abilities.
6) Then try it in the game and slightly adjust it further if it doesn't work well.
I don't remember specific numbers, but the basic idea is to multiply both unit HP and attacks (not damage) by a certain multiplier. You can look it up if you compare units to vanilla ones.
The amount of attacks is increased via adding one specific trait to the unit - Armfilade, Enfilade, Elite, or Oomph. Which one - depends on the amount of figures you'd want in a unit. The most numerous units get no trait, ones like basic infantry get "Armfilade", etc. Single figures get "Oomph".
This stuff all comes from base CCO mod (except some traits which I adjusted), if you're wondering.
So I can't say anything too hopeful here. Pretty unlikely I'd be playing more Gladius.
On the other hand, everyone can take the mod and modify it further. Let me add a footnote into the descrption.
There are other important modifiers to note here, like tiles with -accuracy (desert and such). Basilisks are not weak, but your numbers indicate that some additional factors were involved.
I suppose one can write a mod that stops all healing for neutrals, but personally I certainly don't see any need of that.
And neutrals cannot attack other neutrals, it's all just one faction. We can't do anything about it with mods.
Generally speaking, all CCO-compat mods and patches shouldn't break if used with CCOO.
I can't say for sure since there might be some specific balancing issues, but it should be ok.
Separately, I saw that the original CCO had some third party compatibility for othe rmods that add races. Are there any additional races that would work with CCOO? Or other mods that you recommend?
Well, this mod (or CCO) doesn't do anything with faction colors, it cannot affect them.
Something very weird goes on with your Gladius. Under no circumstance should "City" buff be displayed as just a trait; this holds true for vanilla, CCO, CCOO, and any combination of them.
Have you tried checking file integrity?
I only have the 2 mods installed, CCOO first and CCO second.
I'm posting an screenshot of how it looks with and without the mods. The bonus icon should be green with bonuses on both, but it is only green without the mod. The outputs still work fine. I also get game crashes more often, but that is not too bad. https://ibb.co/SnCmPqp https://ibb.co/x23Vwz2
You're generally supposed to be prepared to handle specific more dangerous neutrals. In CCO there are many neutrals that shouldn't be charged with only a few T1/T2 units.
Also note there's a "webway gate" spawn that isn't actually a webway gate - it's just familiarly-shaped neutral lair guarded by neutral eldar units which can summon a nasty suprise in the late game (if it somehow survives until then).
There's no such unit in the base game. You're using some other mod that causes conflicts.
It's pretty interesting because Aura of Discipline in particular works exactly the same as it does in vanilla.
PS: Do you have mods in correct order? This honestly sounds like you have CCO overwriting CCOO and not the other way around (in CCO there are certain... bugs with these abilities).
https://ibb.co/mtjbk44
https://ibb.co/JFC3pfb
Are you sure you're checking it against a correct unit? Aura of Discipline works only for infantry and Gunners Kill on Sight only for tanks.
Note this is quick & dirty update, it looks okay but please report if anything is amiss.
side bar\ I cant get extended Astra millitarum mod to work even with the comparability mob as well as brutal cities with comp patch, honestly i think with those working that would change a lot of how this games played, i appreciate all the work and time you put into this boss.
All mods are MP compatible. Every person playing must have the same mod collection (and load order) to play.
(Unless the mod doesn't affect game rules, but that's not applicable here)
Well, you know what - turned out I've introduced a bug into the grenades-boosting trait, so it wasn't working.
Fixed it. And meanwhile I looked through Plasma Grenades and found out they were nerfed even by vanilla rules for some reason - so in the end I buffed stats of Plasma Grenades in particular.
Anyway for the Banshee though I understand that they are limited to a specialist role, that's pretty much what I've been forced to use them for.
I might give some buffs to plasma grenades later, though. Not via damage increase though.
Early melee units are weaker across the whole CCO, unlimited overwatch plays a great deal in that. It's not limited to banshees. Yet they have their good uses (like early city attacks). Still they're limited to specialist roles now, you pretty much wouldn't want to spam even the most powerful of those (like Wytches).
This WILL crash the old saves, unfortunately.
I also removed small ones (since they're very annoying and not dangerous, and spawned endlessly, blocking the tiles for other spawns).
But at the moment I have to keep some schedule for patches to allow people to play games, so the next update won't be coming for at least 2 more weeks.
remove promethean will also remove the small ones as they are only spawned by the big ones? right?
Well no, the crabs come from base CCO, deleting them from here won't do much.
But you can remove them from neutral spawning in /Data/World/Blueprints/WorldGenerator/Wildlife.xml