Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
-after building a ship all my troops would automatically try to board the ship if i tried to move them
-i couldnt find an option to upgrade buildings
-the ships would not swim over the dark parts of the water
overal this mod is very cool in my opinion with an emphasis on decoation and imersion but theres stuff that make the mod kinda unplayable or just inconvinient
Dev if you'd fix the bugs or give me an explenation on how to actually upgrade buildings then i'd give the mod a 2nd shot but until then the mod is not really enjoyable
As I used the last weeks to think where this mod should go and thought about what WARFACTORY said I came to the conclusion that doing it the C&C way in blender will give me much more creativ freedom and speedup my workflow.
So the good news: For now. every building will be reworked in blender.
The other news: this will take some time. :)
Plan for 2024:
1. Reworking Graphics for buildings in blender
2. Meanwhile some new units
3. Finishing new faction Scotts
4. (eventually) If I could learn enough rebuilding the units too.
Best wishes
Gunny
Overworked build system.
New structure fisherhut
new units fisherman and breed farmer
farming is automatic now and indicate by a +10 over the building
better balance on units and ai
team colors and banners on castles
houses now smoke if they're near a castle or town center wich means taxes are added.
no smoke no money.
new house grafiks,
small houses are now upgradeable
viking houses
ships now are water units only. now hovering
ships have additional defense archers.
I could probably make similar comments for every other faction.
Rather unfinished mod with confusing features and unbalanced combat.
Seems to be attempting historicity, falls short hard.
New resource system: added food and men.
New tax system: houses provide credits for your income.
New town center: found villages and raise taxes from nearby houses.
New buildings: huts and houses in three sizes upgradeable, blacksmith upgradeable to mechanicus.
New structures: Road and Piles.
New Units: Berserker (Vikings special Unit), Ladderman.
Build Animation: for all buildings.
Fixed Farmers now harvesting on there own fields.
more in the changelog.
Mid of next week I will release the new update.
Included are:
- new faction vikings:
- new unit axeman: is a multiroler, builder, fighter and structure wrecker in one.
- new unit dragonboat: faster in movement and turning
- maps:
- at least two maps, one special for the new faction max 3 players
-several improvements
1st Update is out now.
added T3 - Units Crossbowman and Longbowarcher and rebalanced Attacking distance on Archers.
laddermans are a good idea. I'm looking forward to handle this.