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@ Nullpointer: :-)
@ A.red: Thanks for flagging it. Will fix.
@ Volthrar: Ah, you can code directly in the map file? Makes it much easier. Thanks for code snippet. Keep in mind that depending on how you code them, squareevents can slow down things down a lot. Add too many and the map will take a billion years to load.
squareevent
+turnnbr -1
+player 25
+chance 10
+plane 0
+terrain 804
newunits 24 "5d5*Giant Rat"
holdit
endevent
squareevent
+turnnbr -1
+player 25
+chance 10
+plane 0
+terrain 804
-hasunithere -1
newunits 24 "1d4*Giant Spider & 1d8*Large Spider"
holdit
endevent
squareevent
+turnnbr -1
+player 25
+plane 0
+terrain 804
-hasunithere -1
newunits 24 "1d4*Giant Spider & 1d8*Large Spider & 1*Treasure"
holdit
endevent
Sorry for the long comment. Keep it up love your mod!
Makes a lot if sense to fix it first ahahah
Exciting with the new job and all. Must be pretty stressful though, especially with house hunting on top. Hope it goes well. Give me a ping once you’ve got your head above water again!
In my opinion Guildmaster is the first priority at the moment because, I'm not even sure he's playable in MP (maybe I'm just bad).
Regarding the relocation: the new job is A LOT. Sometimes I have 1-2 hours of free time. And I'm mostly choosing something quick and simple like battlefield.
Maybe I will have more time after finding an apartment!
Edit: Should work now. Let me know if not.
@ Voivode: Change Notes. Just below mod title and for clicks to the right.
So many exciting patches, but I've just relocated and barely has times for games :(
Note that if there is another troll king on the map and he also owns a castle ruin, the Goblin King may ally with him instead, in which case you don´t get any.
This will - as usual- break saves. If you have a game to finish, the previous mod version is available from the backup folder. Copy the relevant .c5m to the main mod folder and you can continue playing from that.
Tried his kill event, still no corpses. Then tried base units, they worked. Item slots were the only thing left, and when removed, test subjects started spawning corpses.
I really don't get modding this game sometimes.
Animal thralls worked fine without.
Or you can go planar hopping in your tower instead. Still possible, just requires more work to get started.
On the specifics: I didn’t touch the summoning chances of demons, except for Demon Lords (stronger and harder to control). The failed-summon frustration felt like an integral part of the CoE5 experience.
Burgmeister I agree, needs something to build up to. Ranged options are a bit lacking, but constructs are still plenty strong for most purposes. The more I think about it, it’s more the feeling of having unlocked the endgame that’s missing. The Warlock needs a second layer of polish, a bit more depth here and there, etc. I’ll get to that.
There are other things too, but I’m not going to denigrate my own work more than I have to xD.
I found myself seething as demonologist a lot, from failing my infernal army rolls, but I could've just had some unlucky streaks of course.
And you made enchanter really fun instead of frustrating to play as well, really just chefs kiss.
I really really really like the senator in your mod and he's incredibly fun, and burgmeister sorta reminded me of it with the massing infantry angle, but it doesn't have a god emperor equivalent or strong casters like the sun and snake cults, so I dunno. I couldn't really "feel" what the backbone of my armies were, but I haven't messed around with it enough to speak on what it lacks or not, just giving my vague 2 cents.
And to reiterate, senator is cool as hell, it rocks.
Seriously, major props, for me this is a must have.
The only weak spot I can find is that they don´t scale infinitely, due to limited range. So efficiency falls off in large engagements with many mages on the opposing side. This is of course expected, but also sort of working as intended.
That said, I will look at adding some longer-ranged options, Hoburgs do feel lacking in that regard.