Instalează Steam
conectare
|
limbă
简体中文 (chineză simplificată)
繁體中文 (chineză tradițională)
日本語 (japoneză)
한국어 (coreeană)
ไทย (thailandeză)
български (bulgară)
Čeština (cehă)
Dansk (daneză)
Deutsch (germană)
English (engleză)
Español - España (spaniolă - Spania)
Español - Latinoamérica (spaniolă - America Latină)
Ελληνικά (greacă)
Français (franceză)
Italiano (italiană)
Bahasa Indonesia (indoneziană)
Magyar (maghiară)
Nederlands (neerlandeză)
Norsk (norvegiană)
Polski (poloneză)
Português (portugheză - Portugalia)
Português - Brasil (portugheză - Brazilia)
Русский (rusă)
Suomi (finlandeză)
Svenska (suedeză)
Türkçe (turcă)
Tiếng Việt (vietnameză)
Українська (ucraineană)
Raportează o problemă de traducere
I've seen plenty of people commenting about how useless Reiksforts are before now, but once you're dealing with a cap it's quite different. Before, as long as you could recruit them *somewhere*, there was no problem. Now (as in right now, with the update I pushed five minutes ago) you have to choose between increasing the cap of a bunch of weaker units (including the Empire Knights) by a combined total of 10 for a Stables in a level 3 settlement, or just increasing your Reiksguard cap by 5 for a Reiksfort in a level 3 settlement. You get one stack's-worth of cavalry with only two minor settlement slots, or you get one stack's-worth of more powerful cavalry (but with much less tactical flexibility) for five minor settlement slots. In that circumstance, the Stables do look like a pretty good deal
I guess the intention is that you don't think a single building slot should be able to provide too many non-spearman units? Or that you want to enforce varied armies by making it infeasible to have more than however many of a certain unit?
I'd argue that the new norm is that your bread-and-butter units now are spearmen (without shields), archers, and a dollop of swordsmen and free company militia. Every faction has been similarly nerfed. Infantry with shields is generally something you pay for; off the top of my head, I think only High Elves and Dark Elves get shielded infantry uncapped.
Long answer: The comparison of Plague Monk Censer Bearers to Chosen is a reasonable one to discuss. A Chaos faction can only build one Altar per horde, which means that they're going to get a maximum of six Chosen (two of each variety) per stack with current balancing (this probably is too high in all honesty). And stacks which are still growing probably cannot contribute to that cap. As an aside, horde factions are extremely fragile in a way that Skaven simply aren't. One bad loss is probably the end for a Chaos player, while even if a Skaven player suffers a bad loss, they can probably recover from it and continue.
In contrast to this very precarious situation, Skaven players can, and certainly will, build multiple Pestilent Naves which simply isn't possible for a Chaos player. They also have several more unit types available in their roster than Chaos do, many of which are also extremely powerful and currently come with larger caps than Censer Bearers.
And about the melees well, this forces you to spam unshielded spearmen, which sux big time. Yeah as the game progresses you can build more barracks and whatnot but you also need more armies so it's still sad. I really do like this mod but the limits on these low lvl units are too harsh for my taste. Anyway just my opinion but that's the point of this discussion I guess.
I've just uploaded an update raising the cap slightly for state troops from the tier 2 and 3 barracks. Try it out and see if it's still too punishing. Bear in mind, that as I get through more faction rebalances, you may find your opponents get a little easier too.
@핫픽스후빠른대전작동불능좆소기업이있따?
Hi, if I misunderstand what you've written, please be patient, come back and talk to me again.
So Censer Bearers will be covered when I get to finish the Skaven rebalance, and yes, the cap will probably be +2 from the tier 5 building because they're just not as powerful as most of the other tier 5 units.
So, originally the High Elves did get +2cap to sun and moon dragons with the tier 5 building, but this meant that with a tier 5 building, they got five dragons. Five. Of the most powerful units in the game. From just one building. This was very overpowered. So I've dropped the cap, but I do agree that it's frustrating to not get anything for the sun and moon dragon units from the tier 5 building. The only practical way to get around this would be to use non-integer numbers, something like T4=1, T5=1.5. I'm trying to avoid non-integers at the moment because they're not terribly clear to the end user.
That may be a good idea. I'll certainly look at that when I get to the horde factions again.
I've no intention of adding +3 caps to phoenixes and dragons from a single building; these units are much too powerful and special. That would give the user six phoenixes and seven dragons from just two tier 5 buildings, which would be... much too much for such powerful units.
I may look into giving the AI extra caps, but that's not a priority right now.
Adding unit cap increases to LLs is possible, but I'm actually more inclined to add it to the LL's basic abilities they start the campaign with rather than have people spend precious skill points on them.
With regards to the Clan Riktus building at Crookback Mountain, thanks for the heads up. That's been added to my internal build as well.
If you want other tier 5 units to have their cap raised, you're going to have to make a case for each one individually as I don't agree that they should generally all have their caps raised just because they're not single-entity units.
It matters to me because I don't want to play that version of the game.
No. The higher level building offers a higher overall power level of units, but some (and sometimes all) of that is absorbed by the higher tier units that get unlocked at that higher level. Case in point: the Skaven weapons teams building. The final tier of the building unlocks three new units, none of which has any particular reason to be rare. I added +2 cap for each of these new units, but this is a very large increase in what the building offers to a player over the level 3 building (second level in the chain). I added an extra warpfire thrower and warp grinder for that top building because compared to the other units unlocked by the building, they're not so powerful/useful, but adding another +1 to the caps of ratling guns and poison wind globadiers would mean the building offers a very large number of powerful units.
If a player wants to increase their cap of such units, they need to build another building. The AI can do it, and does do it (better now after yesterday's update). The player can too.
The gorebeast chariot will get looked at when I get to the Chaos rebalance, which is not so far away.
That's because the tier 3 barracks offers access to two units of shielded sea guard and two units of shadow warriors, which is a pretty good upgrade over the tier 2 building. If you want more sea guard, the solution is to build more barracks. Or persuade me that unshielded sea guard are actually really weak for a tier 2 unit and the High Elves need access to more of them. My automated testing shows the AI High Elf factions running around with plenty of sea guard in their armies, so I really don't see any great need to increase their availability. And I've played as high elf and think that sea guard are really good units for their tier.
No worries about your English. I'm basically just skipping bits I don't understand, which is why I said to come back and speak to me again. As long as you're respectful, I don't particularly mind talking with you even if we don't agree on everything. I've made two changes to my build from our conversations (Crookback Mtn. landmark building, and an exploratory increase in cap for sun&moon dragons), so I don't think either of us are wasting our time.
I was wondering if people would complain about miners (blasting charges) being uncapped?
I've honestly not played much as dwarfs (I've spent a reasonable amount of time blowing them up and chopping their beards off though), so I'm unsure whether that would be problematic. I certainly think there'd be a certain entertainment value in the AI fielding lots of grenades in the early game, if nothing else.
So, answering my own question after some testing, although I think the extra cost for miners with blasting charges is pretty steep, I also don't really see this being a good solution. I will, however, probably decouple the dwarf warrior and miners w/blasting charges caps and increase the latter by a bit, and test that as a more reasonable solution.
I'd still be happy to hear others' opinions on the matter though.
My internal build is currently running with the Lizardman beasts building giving less than +1cap for each of its dinosaurs, so you'll have to wait for my current automated test to finish, and let me look at the armies the AI is building with that, before I can upload the fix.
I'm reluctant to add stormvermin to the council chamber: the council of 13 isn't exactly generous, the Warpstone Tractor Beam offers a pretty good set of +cap bonuses, Clan Skryre is definitely not known for its Stormvermin, and the Clan Rictus HQ offers a hefty bonus to Stormvermin (as it should).
Edit: uploaded the hellpit abomination fix along with another reversion I missed and some other stuff I'm working on. Check the update notes if you're interested.