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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.
Could you please make EBF Super Heavy Wrecks and EBF Super Heavys Block Sight compatible with Banblade in the Faction: Iron Hands mod?
And with the latest DLC the new Rogal Dorn tank could not be produced. It can be researched, but the button to build one just isn't there. I haven't been able to figure out what mod breaks this, but you might want to check it out.
Initially I made the Salvage skill specifically to be able to clear the wrecks, otherwise there's no way to remove them. I think I may have a way to have them removed by Clear Tile without breaking any other functionality. I'll be revisiting this mod in the near future as I implement the new models I'm working on. I'm intending to review the Salvage skill at the same time. I'm keep your feedback in mind when I review it.
And I thinks it's better if you just merge the translations into the main mods, since Gladius' mod structure makes so that localisation doesn't conflict with eachother.
Yah, there's some missing labels yet I think, I keep meaning to go back and clean it up, then get distracted by new projects.
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Regarding the cleaning of trenches and the hardcode of the ClearTile, the EBF Super Heavy Wrecks is your only mod where you didn't explain it, and it's the last one I consulted before going to sleep, just my luck. :D
But I agree, it would be better under the Clear Ruins ability, or both with a thematic very low gain for searching what the guardsmen have left in the trenches for the Salvage skill, I'll think about it later I moded enough for today haha.
Hope you'll like it, I also did something similar for the City Ruins but I had not seen your way of doing it at the time so I just wrote them myself, in french, I then google traded them back to english haha, if you check it out to spot mistakes, mostly regarding the translations of lore matter, I think it should be alright tho, but I'll understand perfectly if you rewrote them eventually.
Haha I don't know if were wearing this avatar like I do, regardless I hope you are in a good place. :)
Yes, I did look into "clearTile." From what I could tell, there's quite a bit of hardcoded behaviour around "clearTile." I was able to make it work but it dramatically reduced mod compatibility. Units with the modded "clearTile" could only be modded by using full xml replacement files, not just xml.ext's.
I'd be more than happy to make a compatibility patch to have Salvage clear trenches. Have you looked at my City Ruins mod? The Clear Ruins ability I give to units there might be slight more thematically consistent with clearing Trenches. I can easily do a patch for either or both.
Wow, I would be honored if you translated my mod. If you do, let me know, and I will make sure to link it in my description.
FYI, love your profile pic. I've often used the same pic in other platforms.
I don't know if you are familiar with the "Trenches" mod, but I was searching for a way to add the removal of trenches to the "ClearTile" ability, but I couldn't find any string for this action, I don't know if you have looked into it or if you directly went for the new skil, but if you did, maybe you can provide me some infos about it ?
Regardless I think tyour mod could be a staple for Gladius and adding the removal of trenches to your Salvage skill could be an acceptable work around.
I also do french translations, I'll do your mod tomorow I'm going to sleep now. ^^
any idea if a update for the adepta sororitas comes?
thx
Oh - and I meant standard scale. In reference to your 'planned improvement' point regarding Gladius+. I'm sceptical about Gladius+ unit dimensions and imagine that they are a bit cumbersome to play with (and would need to be updated for every single new DLC unit).
Basic looting does happen by any unit moving onto the wreck. The salvage skill gives a secondary chance for reduced looting. As part of balancing for the AI, I am looking at how I might be able to give different loot tables for different unit types that move onto the wreck and removing the salvage skill.
At this time I don't have intentions to add additional super heavy units. But I do intend make a compatibility patch for any super heavy units added by other mods.
Are you looking for a version that is closer to standard or Gladius+ scale?
I suppose there still is a small question of how balanced this is. Is the AI able to use salvage? A less atmospheric but easier option might be to basically turn the wrecks into ruins that get automatically explored by any ground unit moving onto them. It would also remove the tiny Tyranid disadvantage.
Are you planning to integrate more super heavy units - e.g. for Orks and Tyranids? I'd also appreciate it if a Gladius+ compatible version would be optional. :)
Anyway, I really hope your idea works. Gladius Prime could use an atmospheric touch like that.
My thinking was that the wreck is completely stationary, making it easier for units to hide behind it. The overall goal with my mods has been to have the battlefield terrain evolve and change as the battle goes on. Maybe I'll look at making the nonflying super heavies block LOS too.
You raise a good point about the AI potentially not making good use of the salvage/clear skills. I'll do some testing with that when I get back to modding Gladius, see what I can get the AI to do.
Since Dawn of War I would have wished for such a mechanic. However, it could lead to severe problems for the AI. I doubt that they will be able to clear those tiles.
Tiny thematic criticism: While blocking the line of sight sounds great and atmospheric ... one might ask why a wrecked super heavy does this ... but a fully functioning one doesn't. Okay ... perhaps smoke clouds billowing from the burning wreck. :)
I have some ideas along these lines too, seeing you're farther with adding meshes than I am maybe you'd be interested?
Perhaps you thought of this as well, I dunno.
Add me as a Steam friend so we can have a chat.