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Not that I know of. I only do quick tests for custom battles after each update though. I don't have the time to test the full functionality through an entire campaign with every update. So if a problem occurs, just tell me and I will fix it rather quickly.
Sorry for answering so late, but no, I don't really have much of an idea how the hellforge interface works. I used Derpy's blueprint to properly integrate my units to begin with.
It does work fine with 6.0 as far as I can tell.
It surely feels great to be part of a very creative community!
In my opinion you should only remove your submod if you really think its unnecessary.
There is no problem in different people preferring different takes on balance.
I am going through the final tests.
I think I will be able to stick to my plan of finishing today.
Ah yes, I forgot about that.
Can you open a profile? To watch the work of the workshop. Or make a collection of them.
Thank you very much ^^
@Huh
Not likely. I don't want to bloat the amount of mods I commit to maintain.
But you are asking for a super simple mod. You just have to change two columns in the land_units and the main_units table. That would be a great opportunity to try it yourself.
Because I never removed it, since they have no ranged attack to begin with xD
But probably something I should clean up when I happen to do an update.
Chaos Armaments for Chaos Dwarf: https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=3345009965
I suppose that makes sense, though in my experience so far the only time I end up having friendly fire with the lightning cannon is if things have gone VERY badly in the ground war! XD
I shall of course accept your choices whatever they are, these are your projects not mine! I can say the Thundercopter is one of my favorite units right now. Its saved almost 4 different battles for me by hitting enemies that clumped up against my lines when I was outnumbered. While I wish it could fire while chasing enemies away after a victory, its not needed to be a great unit 👍
I am not quite sure.
Making the Shreddercopters quicker seems okay, but at the same time I am worried that this might leave them more capable of fleeing from engagements against strong flyers than I would want them to.
I am more sure about not wanting to give the Thundercopter fire while moving.
On one hand it is kinda part of the tradeoff for being an unusually tanky flying ranged unit, that still has acceptable mobility. But in my tests it didn't really feel so good to begin with. The problem is that you cannot properly give attack and movement orders independently from each other and you have to keep them near your units to defend them, so you kinda end up toggling fire-at-will on and off to have it shoot at enemies while moving, but only when your own units aren't in the shooting cone to not risk too much friendly fire due to the low accuracy.
Either way, no patch I am ever going to do should affect your savefile.
Have fun!
Thank you very much!
I will think about these suggestions and maybe do a few test runs.
I only see two optional things I've taken note of, one for each:
The Shreddercopters I think would be best for its role with 100 speed. Fast enough to catch the much bigger Gyrobombers and big fliers, but slower than the steam gyros of dwarves or some air cavalry units. That would make them a perfect and unique air cavalry!
The Thundercopter is pretty much perfect! The ONLY thing I would request/suggest, is let it fire whilst moving. That would turn it into essentially a thunderstorm moving across the battlefield, fitting for its name
That's it! Overall, you are a maestro my friend! Hopefully you get the recognition you deserve!
Let me know when you notice room for improvements!
Time to put off sleeping for a few hours!