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번역 관련 문제 보고
I really enjoyed the first part of this custom campaign, but it seems it will have to stop at that.
At least, this conversation would be a reminder to all those future gamers who want to play this mod, that its very difficult to play, even at the easiest difficulty setting, because this was not mentioned anywhere in the description.
I congratulate you for at least giving me a glimpse of what could have been, & sometimes we have to be content with only that.
Take care, have fun & stay safe..
I am sorry I cant go to discord as I am not a member, I generally play on easy difficulty to experience the story line fully, & I enjoy it immensely.
I was really enjoyed to get another campaign after the 3 normal campaigns, but my enjoyment was really short lived.
The difficulty levels have been given so that people can experience the game with varying levels of engagement, but it seems this custom campaign doesn't or can't follow that standard, but its very strange that game mods cannot detect the difficulty level.
I mean attacking a 20 unit base with 30 Dark elves & 40 Orc units, multiple times, I am not sure how is that being programmed on a Easy difficulty. In other 3 campaigns, the attacks would start after giving sufficient time to build up my base, resources & units, but here it starts immediately.
Just checked the scripts to be sure.
The only "difficulty" factor i added in the RTS part are :
- +30 iron and +40 echo to Dark elves, giving them kind of the leader role in that map
- Each RTS enemy starts with 5 units. Looking at the groups, the orc one has what looks the scariest.
When i play tested it, i was making sure it was hard but doable in circle mage....
Solutions that come to mind :
- Smaller default groups on normal and lower difficulty
- Checking for the level difficulty to add more guys in hard/circle mage
- Maybe on easy, assign the groups to "mobs", so AI cannot send them forward
- Give starting resources/units to the player depending on the difficulty level
I'll look into it but i don't recall a way in the modding tools to detect the difficulty... Feel free to come to the official SpellForce discord if you have better suggestions on how to improve the experience on lower difficulties.
Looking at the code this dialogue is enabled after all orcs are dead, but if you started by killing the orcs and then talking to Skeleton not sure what happens, since first dialogue might still be active and take precedence.
Makes me wanna try to make a mod myself.
Btw, when I tried to talk to the skeleton hermit after taking down the orcs, he would not talk to me.