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I'm a bit busy making stuff for another game, but will definitely keep this in mind for something to come back and try when I have the time.
Cheers!
Why not give them two "Tier 3" Capacities(Like Industry Efficiency 3+Army Boost 3)? This increases their powerlevel without messing up the initial design philosophy or the AI.
Furthermore, I feel it is really... rare to see the Cultist with two gov skills. That might be fine, cause he is arguably the strongest gov in game - but that's arguable.
@MelodyFunction
In reverse order. I absolutely agree about the relative uselessness of Versatile heroes, however this is the way Amplitude has chosen to design things. It would be perfectly possible to make much more intrusive and extensive changes to the hero designs, reassigning their roles and rebalancing them to match those roles, however I'd prefer to keep the changes less intrusive.
You can thus see the problem with your first point: Amplitude designs each hero to have a specific function which is how the AI will try to use it; I've merely rebalanced the hero to have skills to better match that function. You are correct that the Morgawr would be better served by having an admiral than a governor in the early game however. There's no easy solution to this without making more intrusive changes. Either I change the hero's designated role or I change the starting hero (and I don't want to do that as it would involve editing additional files, increasing the odds of incompatibilities).
I would honestly suggest that this is a case of "deal with it," in the early game the Morgawr can still use the hero as an admiral, just not a particularly good one, but aim to unlock the hero market fairly early in order to buy a decent admiral ASAP. Against early-game Fomorians, even a hero with no army-related skills will be a great help.
Feel free to persuade me otherwise though.
For what it's worth, I strongly recommend using Heroes of Auriga which adds a fairly small number of Versatile heroes, and many, many more useful heroes, as well as Expanded Hero Market to offer a significantly expanded selection of heroes at any given moment.
A few things:
1. Starting Heroes:
I noticed the Morgawr one has Gov skills. However, it is actually a pretty bad idea to use that hero as a Gov, as he definitely will be an admiral.
The Cultist starting Hero is a versatile one.... But for Cultist, I think they'd much prefer to always use their starting hero as a Governor - Cultist almost need a Cultist Governor, it is always annoying to me how hard it is to get the one with actually two Gov skills.
2. Versatile Heroes
They flood the market, but... I fail to actually see their point. 90% of the time, you want a hero that actually focuses on one or the other. Versatile heroes probably only make sense on Morgawr and Forgotten. THe former usually being an admiral, which makes their capacities matter less, and the latter usually being a spy that is just pulling double duty whenever not spying.
Maybe these kinds of talks will be more fruitful once I've played the game more and gotten elbow-deep into modding, which is bound to happen sooner or later. x)
Thanks again.
P.S.: Pretty sure the "Colossi" refer to Guardians (Dust Colossus, Earth Colossus etc.) and "Kaiju" (lol) refer to Urkans.
Aside from the localisation, capacity tends to be used for things like armies' movement capacity (and movement type), cities' resource extraction capacity, empires' capacity to build/recruit colossus (I've forgotten the name used for these gudgies when playing), these kinds of things. They don't get used to describe things that might be classed as a "skill" or unit ability.
Now I'm even more confused as to how your mod does what it does, i.e. what exactly you changed in the files... But I don't want to take any more of your time, unless you specifically enjoy the technical chat. x)
I think the screenshots are easily the best description, which is why I included so many of them.
I can't believe I've managed to miss the screenshots entirely, that's my bad (I blame sleep deprivation) but why not call them "Capacities" like the game does, to avoid confusion? Besides, "0 points in any skills" is a bit too on the nose to NOT mistake for allocated skill points, don't you think? x)
In any case, I appreciate you taking the time to explain things. :)
...Then I realized you said Stardew Valley. Eh, close enough. Love that also. :)
Just to be clear, you're referring to heroes that we fight during quests, NOT the ones we acquire via quests, right?
I'm new to the game (did a lot of wiki delving and not enough playing, hehe), so I'm not even sure if some heroes are added to your roster after you fight them. Sorry in advance for ignorance on my part.
I'm asking because I'd hate to get a hero like, say, level 5 with all skill points already allocated.
Without looking at my notes, I do not remember the details of every hero, just that every hero has been balanced to the same power level.
1. The mod IS compatible with ELCP as far as I can see
2. The Haunts Hero (Eslek Tarosh) is not changed. He wasn't "balanced" or some incompatibility was found
@skay24
I have no idea. Try it out and let me (and others) know.
I guess balancing, so in case you got only generals and want to get a governor you are not left with completly nothing... but I rather have something actually useful rather than a filler.
Thank you for your kind words. I hope you've been having fun with the improved hero balance!