Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I wonder if it's complicated to put some quickly made iconised-screenshots instead of such placeholders? shouldn't be too hard.
E.g. High Elf Deadshot when letting loose arrows from their bows.
I love all the other units, mind you. Ascetics are one of my favorites for sexy frostling shenanigans, and dwarven farmers are hilarious. Good work overall!
One last thing is about the dwarven farmers => triple combat-chickens throw + speed debuff + herohunter IS totally broken man... I suggest a skight buff to stat and replacing this skill to be a attack only one time per round (like crossbow/musket)
Cheers
Also, mostly figured out the issue with unit sets so it won't have things evolve into the new tier 3's. Should have another update and balance patch out soonish.
If you want to make your new units show up in sites, make a copy of core draco all group set, and put only the new unit set in there.(IE, core_moddraconian_special) As this set is merged, the new one won't cause issues.
That said, if you didn't touch the human link data or sets no idea why the cav has the evo problem.
I mostly edited the new units into the Core _RACE_ Special unit sets so that they would spawn in places where you get tier 3's of that race now. Otherwise I'd have to find every place in the structures/spawning/etc and add them manually correct?
I think the most elegant way to fix it would be to create new evolution categories to direct the Hatchling and Human cav to that are limited to the subsets I want. That way the Tier 3's will keep spawning correctly and the evolving units *should* evolve correctly. Not sure how much it would mess with compatibility though, which is why I did it how I did.
I assume, but cannot confirm, (because maybe my package manager is screwing up and I can't see what you did for humans) that you did the same for humans. The issue lies in the cavalry referencing 'human cavalry evolve category' to determine evolves. That category consists of the line 'core human special unit set'. Since I assume that was edited to add the swashbuckler and monk, that is my theory on why the cav evolves into them. Should be fixable by creating a new unit set for each unit you make instead of editing and also making a 2nd link data line rather than editing the first - the link data thing is for all races, to increase compatibility, not decrease it.
Did you put your new human units in the AOW_unithumans pack? I assumed you did, but can't actually find them there .... I can find all your other race units though.
I would say that the reason for the cav problem is that you edited link data and unit sets: IE, for elf you edited elven link data to add your two new units, as well as core elf special set.
Weirdly though, Although I can see where you put your units for elves, draconians, dwarves, halflings, etc, opening your package in the manager I can't see the human stuff, therefore the stuff in the next post is using assumption/theory.
I'm going to be nerfing the Dwarven Farmer, possibly replacing them with another unit entirely, and taking a look at some of the other ranged units (Probably removing the shock damage on the Elf and some of the damage on the Cryomancer) I have a few other tweaks and fixes like making the Wyrm not default to its breath weapon.
I'm not sure why people think the Solar Warrior is better than the Phalanx? Granted its a bit more defensive, and I'll probably tone it down so it gets 1 less defense, but it does a full 4 less damage and never gains tireless so... I dunno. I like it, but I'm open to suggestions here.
Haven't really been able to fix the class data thing though without kludging together some other shit that'll break compatibility in half. :( If anyone knows how I'm more than open to learning.
I hope you're able to get the custom icons included at some point, just to give it the polish the rest of the mod obviously has. :D
Noticed the camera on the unit details screen seems to be focused in too much on some of the units (like the Bear Lord), making the left one barely on the screen and the right one not visible. Small thing, just wondered if that might be an easy-ish fix. Nice to admire the handiwork of the unit design after all! (though that can still be done on the Battle map)
Thanks so much for this fabulous addition to the game!
@luqe: I agree that most of the ranged units, most especially the dwarf farmer, are overpowered, but I have little issue with the melee units. (Except the solar warrior... its better than the tigran phalanx...)
Been trying to sort out the cav and compatibility issues myself as the author appears inactive (and also nerfing said ranged units...)
@Rusery From what I've seen and tried out, I agree with most of your points (like a Gladiator not being on a horse). But disagree completely about the Human Priest. This kind of game encourages playing as more than one alignment or class type over multiple playthroughs (opposed to limiting yourself to one type). And units with forced alignment make the game far more varied and strategic imo. Being able to have it all at once (like unlocking all specializations for one leader) is boring to me.
Gladiator looked to be mounted but i don't understand why. Should they not be good melee ground fighters?
Solar Warrior is pretty OP vs most other units in its class. First strike polearm units are generally weaker because they have the upper hand over most T3/T4 units (being mouted or flying).
Frostlings from what i understood was that they are rather frail but extremely adept at magic. Frostling smasher is weirdness but cool idea here.
Death riders is a good idea and looks great too. I havent been able to try these out.
Best guess is that there is a 'list' of things that cav can normally evo into (like the drac hatchling).
Said list used to only contain the human knight, but godzilla added to it, maybe accidentally.
One thing I noticed though is that in battle the wyrm does not start with the walking ability (assigned to 1) as default, but with his breath attack (3). This means you need to manually change it every round in the battle, if you want to move. Not much of a big deal, but I have never seen that bug(?) before. Do you maybe know why?
I do foresee an issue with this though: The AI never builds the Item forge, so units moved there are effectively player-only.
I am glad to hear the Deadeye fix worked. My theory is that the Dark Elf mod and I were using some of the same slots so I moved the Deadeye around a bit.
Elf is the only race for which i can build both of your T3's
For Human and halfling, I can build your 2nd t3 (dashing hero/monk), but now no longer the tinker/swashbuckler.
For the other races, I can only build your first T3
Something else odd as well: The human race issue above is for a new game. However, in my existing game, I had multiple cities with a hall of chivalry then I updated your mod. some of those cities can produce both swashbuckelers and monks. Some only monks. And for new games, only monks.
I can build it now.
Open a new CLB, copy the Elephant mesh, then add Skin_Mammoth and Skin_elephant as a dependency
Go to the rig of the Elephant and set it to Skin_Mammoth - Mammothrider Rig
You then need to find the Mammoth Mesh for the rider. I believe it is Frostlingicescraper_Blin, and add it in.
Hero development + triumphant heroes + tombles/tombelina
Black dwarves
Dark elf template + Shaithas Dark elves
Age of Wardrobe + Extended Settings
No path of Decay Fallen Angels
Quo's Lunar Spec
Revived Magic Phase I + II
Heart of the Underground
Archon's return
Warbreed Replace (doesnt actually do anything because it loses in priority to variants arsenal)
The Dragon Mod
Archons Return
Ballista
Variants Arsenal (this mod, btw, is where the comments about other swashbucklers come from)
Extra support units
-> The above 3 mods I have tried to disable to see if they cause conflicts, but I still cant build deadeye even with them off
And ofc, This mod.