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Thanks for the rundown, surely appreciated!
As for the "killer-combos", I'm still looking after units like these, trying to figure out how to tackle them. A bit of a tough nut to crack, especially with all the ranged weapons around - nerfing them makes them literally melt to any mildly competent army set-up, while buffing them as I did in the last update makes them... well, you tested it.
As I said, still on the planning table, especially since I still have a version for WH2 to make.
(A) Think & Act ; (B) Corpse Maker ; (C) 2/3 Speed ; (D) Increase unit size +150%
These MODs are designed to change different parts of the game and therefore proved to be compatible.
However, the battle outcome was opposite between Vanilla and this 'killer' combo mostly due to overly strong monsters. That is my main and only concern at the moment, that the stat change using Think & Act in various combinations differed from the Vanilla simulations.
ANYHOW - across the wide range of battle-extending MODs, this one is at the very top in the broad comparisons I did. Keep up the good work !
No problem, just wanted to tell you I appreciate your work, Though I'll make my own personal (dumbed down) version that can be used with SFO and unit packs because I cant go without them at this point, though some may.
Also, gave you some suggestion in the feedback thread you made, they aren't very original but well..maybe you can use something :)
Nope. The changes I made are staying here, and I'm not sacrificing anything just so it can work with something different. Maybe if the author himself would be interested in co-operation, but other than that, I see no point of doing it.
The started as a thing for personal use anyways, I never expected fame or recognition. Sure, the more people the better, but I'm just as okay with a small or even zero following. Things are how they are, and I'm not trying to fight it.
Thanks!
Im actually thinking about giving units global reload penalties from fatigue, even at fresh (large enough to mitigate the dmg increase relative to the melee units). I think that would work fine but then again, you never know.
Just wondering, will you ever consider doing a SFO compatibility patch? Or is that completely out of question? I mean, sadly, "moar units and mechanics" are more appealing to most than "silent, background changes", so I doubt your mod will see much use if its restricted to vanilla.
Best of luck though
Yeah, it does work, I tried to fiddle with it a few times, but without any proper testing. I guess you could work it in that way, but as you mentioned yourself, missiles are the biggest problem in these kind of mods. There's no real workaround for that in my knowledge, so I'm just trying to count on people to choose this mod over SFO for the battles. Not that I have something against them, just some healthy competition (if you can even say that with such small following) ;)
@yeeyee
As Crunbum said, the mod will work, but won't change any units from other mods. This doesn't neccesarly mean they'll be OP though - this mod actually changes vanilla units by buffing them to work better with the new system, which means mod units are either going to be UP, or not really changed much.