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About #2: haven't playtested this enough to see what effect it would do on AI - if any at all.
That was main concern, we all know that in Gladius AI's aren't very smart. Could've led to some very dumb decisions.. or not. Don't know for sure.
From player's perspective - I could restrain myself from clicking everything everywhere, so no big deal here. As for those who can not: universe of "40000 ways to die" is harsh at it's heart, your mistake = your doom :)
About #3: leave it be for now, I guess? More feedback needed.
I'm just a single voice in the warp, shouldn't listen to me too much or else..
Reasoning for choosing any option over another is too big for comments, anyway.
Besides, I can do it myself, no big deal again.
#2 was an intentional change, but you raise some good points. I will put the targeting conditions back in.
#3 It is intended that normal Imperial ruins can be cleared, but not receive extra item/salvage from them. Are you suggesting I should remove Imperial Ruins from the list of features to be cleared, or they should get salvage rewards too? Salvage was removed from the normal ruins because it was overpowering in the early game. I could add it back in now with Salvaing Ruins locked behind CityTier2.
Any SM/SoB player with no coding/modding skills and understanding would suffer 'till you fix point 1
Point 2 may lead to some suffering, too... a little missclick here or there, some units spending AP with zero gains, frustration builds up.. and I'm totally unaware how it would affect AI, or even if it would affect AI since your last change.
Point 3 is personal preferences mostly, something to think over again maybe. Any way suits you - you do it. If it doesn't suit me - I'll change it for what I want personally.
And again: great work overall. I really enjoy immersion and minor (or not so minor) gameplay variation EBF mods bring to surface of Gladius
Continued from previous..
3. Again, all Salvage abilities on all units still can clear base-game Imperial Ruins. No rewards, just clears ruins and spends AP. "ImperialRuin" instead of "ImperialEBFRuin" in conditions is the culprit here, I think.
Not sure if it's intended behaviour or something you've missed in this update. Lore-wise, it shouldn't be like that (at least if you're not an Ork). Game-wise, I loved gameplay variability in previous versions: clear a ruin and gain some resources, don't clear and maybe gain a tactical advantage but lose on resources, or even get a disadvantage because ruins block LoS to the enemy horde two steps away from your capital. Either way, decision is up to you.
Now, some quick feedback:
1. SoB and SM Salvage abilities again use Ore instead of Requisitions . Both abilities, on each unit, as far as I've looked. Maybe have something to do with all that orky boyz horde now plundering planet as true orkz do, probably too much ctrl-c/ctrl-v in latest update, eh?
2. All Salvage abilities (every unit, every faction) can now target any tile, no matter what in contains. Empty (base tile with no features at all, etc.), terrain features (rivers/rocks/etc.), special resources, you got the idea.
Spends AP and gives nothing, of course. Probably missing some conditions, as previous version of Salvage (or ClearRuin or what is was named) ability was not usable with "no targets in range" (or something like that), if there were nothing salvageable in adjacent tiles.