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Great ideas!
The firing cones with Thunderbarge units are really iffy and I had to experiment a lot to get it to work at all as well as it does. That basically has something to do with the fact that the original Thunderbarge has a rather weird way of determining its attack orders, due to its 4 different ammo types. If I change the arc to properly represent the gunners on top, the attack orders start to bug out.
If there is a way to "twist" the direction of the directional armor attribute then I also don't know how. Kinda sucks, I would have really liked that approach.
Rifles do make more sense than shotguns on an airship.
But is range really the core thing its missing?
Apparently you played more with the Broadsiders than I did.
What do you feel are the things that make them unpleasant to use?
assuming you wanna keep the current design and not have it shoot on both sides.
My suggestions to changes to them would be:
-Replace Grudgerakers with Thunderers. Rifles make more sense than shotguns if you are going to be shooting out of a blimp.This way the blimp would have a proper range attack of like 200.
- Remove the flat 25% missile resistance and add a 180° 55% (silver) shield facing the opposite side than the shooting side
-Not sure if this is something you can change but right now the Blimp seems to think it has a 360 fire arc and you should see if you can change it to be a cone in the direction it can fire.
Thanks for your feedback! I won't fundamentally change the mechanics of the Broadside Airship, because I like its identity and the drawbacks of it only being able to shoot into one direction very much. If you think its too weak overall there are of course other possible solutions though. What do you think its core problem is? Too little damage? I think its almost as powerful as a regular unit of Grudgerakers which doesn't sound too bad on paper, especially due to its height advantage. Or do you think its too squishy?
The only way I know of would be to change the mod. Would be a rather simple change though.
You could easily try it yourself.
You are welcome to do one yourself. Its really not a big deal. You simply need the 3 or 4 tables that define which factions are allowed to recruit them and from which buildings.
I prefer that they are more distinct from one another.
But you are welcome to try that yourself!
That wouldn't be a terribly difficult beginner mod project.
All you need is the AssetEditor from Ole and then you just kitbash them together.
You could even design your own engine after a few hours of getting used to the editor!
@Illegal FQ
The mod is fully functional.
Thank you for the feedback!
Its Riflemen have the damage output of 80% of a regular Grudraker unit.
I only tested for a small number of encounters so far, but since Gruderakers are usually not considered weak, an underwhelming performance would surely surprise me. I will look into this!
I am always happy to hear new suggestions!
From other factions as well.
I feel like my imagination for more Dwarf units is slowly running out and there are many factions that deserve more love!
have a nice day, we are waiting for your new creations
Glad that you like it!
This might have made it more powerful thats true. I wanted to introduce a new dynamic though, instead of just building a Thunderbarge without cannons and bombs. This new airship has a strength the Thunderbarge doesn't have without just being even stronger. It can support a frontline with more focused fire in a specific zone. Maybe thats just me, but I find that this creates better synergies with the rest of the army compared to a unit that just does spread out damage everywhere.
I also like that this offers meaningful counterplay and that it requires better positioning.
Its already in the mod.
I updated it yesterday ^^
I made another airship with 16 riflemen.
Hope you like it as much as I do!
Copying the same Airship, just with more rifleman sounds kinda boring.
A different kind of gunship that relies primarily on riflemen and has no primary weapon, if thats what some people like, doesn't sound so bad though.
I will think about that!
Not really.
The Empire simply got so much DLC with so many units in a similar category of what I would design that I struggle to really come up with interesting ideas to fill meaningful niches with.
something for empire^? have you programm for empire?
The Bugman and Runefire Gunship have now been entirely reworked and two new units have been added.
The Original version of those 2 Gunships are still in the files though, so everyone who still has a campaign going on with them can keep using them for that campaign.
Only the new version can be newly recruited though.
I thought that this kind of phase out creates the least amount of problems for everyone.
As to Grudgesettlers - fair enough. I was going to suggest adding Grudgesettler variants of one of the Gunships, instead, but it doesn't sound like that's something you want to do.
Either way, I love the mod. Looks great, plays well, I love it. You do good work.
Thank you very much. They should profit from every bonus other Gyrocopters profit from. If it turns out they are not, because I forgot something, just tell me and I will fix it.
Personally I am not a huge fan of the way the Grudgesettler system limits the units. The player simply has not much agency over it. When I eventually go for a redesign, which might be in the near future, it will primarily be a cosmetic change.
[*]The Gunships are AWESOME! They're exactly what I imagine a Dwarf war machine would be like - slow, heavy, and armed with overwhelming firepower. Plus, the visual design is just... top notch :)
[*]If you're looking to redesign the Bugman's Gunships, maybe consider making them a Grudgebearer unit? Those have a few unique variants not normally found in recruitment buildings, like the Gyrocpters with Trollhammer torpedos.
It does work fine with 6.0 as far as I can tell.
I currently think about redesigning the Bugman and the Runfire Gunship. It is possible that those will look vastly different afterwards, which could very well include that said face is not going to make the cut. However, I intend the standard Gyrogunship to more or less stay the way it is.
I can't say that my thoughts on that have been super deep so far. But from a superficial standpoint I am more interested in creating interesting models without breaking the existing texture traditions from the Dwarves. But I am a rather slow worker in that regard so who knows when and what kinds of developments can really be expected from me.
Thanks for your feedback.
I decided against additional building requirements because that results in the AI struggling too much to ever recruit them. I can kinda agree that the attack helicopter aesthetic does not fit as well with the Bugman Gunship which is one reason why I already considered a redesign. I don't really agree with your take on its role though. Its effects are already incredibly powerful. Adding more buffs just for the sake of adding more buffs, at least in my opinion, furfills no meaningful role. Visual indicators could indeed be improved though.
Overall I am still gathering more inspiration regarding improvements I want to make.
But at some point in the future there will surely be some kind of update.
Also regarding the Rune Gunship. Its not bad right now, but I would just like to have 3 unique designs for the 3 gunships instead of following the vanilla path of just reusing the same Gyrocopter model three times.
The Gyrogunship base and Runefire are fine. The slow speed is visually jarring, but I get the idea behind it, as it's supposed to be a heavy unit. Would need custom animations to look better.
The Bugman variety, however, is disappointing. It's passive support ability is accompanied by no visual indicators. It also feels like a unit that should have some clickable buffs to dispense on a target. Other Bugman's themed units in vanilla and in mods are focused on explosives, but the Bugman Gyrogunship just launches low impact barrels out the front. It also doesn't make a whole lot of visual sense. The Dwarfs are dedicating a lot of materiel and technology for a gunship that ends up sporting any primary attack capabilities. Why would the Dwarfs transport Bugman's booze in an attack copter? Just kind of strange.
I think I will test this at some point in the future.
Ahh didn't think of that. I'd have to play a faction that is friendly to them though. Likely small chance to get an outpost with chorfs as Malakai. Allied recruitment for your units would be awesome though.