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https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3581975244
2. UI issue. Even when only given one type of ammo to switch to, the total number of abilities can still exceed 9, especially when the character has some recently reworked traits which give an extra ability. I guess this might also happen to some units with ammo switch like Empire Engineer in Vanilla(?).
The good thing is if I just replace the default ammo/Trueflight with the Moonfire Shot item it works. But this will make this mod work just like the other mod in workshop, only different in the numbers and how the arrows work. I might continue the work backstage and see if I would actually update this mod/make it a new mod. Hopefully if that is actually a CA bug they would fix it and also solve the UI issue(I don't know much about coding and cannot mod UI).
So after hours of actually making an Moonfire Shot item in campaign and testing it, there are two issues:
1. I have encountered the same bug when I was making the High Elves arrow mod --- the character just won't switch to another ammo type while on mounts, and I can't solve it at the moment the same way I did in the High Elves mod. I guess there is something wrong with CA's codes so ammo switch doesn't work when it is given by certain ways on certain mounts or they actually need to give us more tables to mod to mitigate the bug.
Bare in mind when I gave the ammo switch directly to Wood Elves and High Elves, WE worked fine but HE did not.
Let's see if I understood. Now the lords and heroes will no longer have all the arsenal of arrows, but you will have to unlock them in the skill tree? If that's the case, it seems perfect to me.
In campaign, in order to solve the UI issue , each arrow type would be treated as an item and equip it would allow the lord/hero to switch to that ammo type, while the default ammo type stays as Trueflight like Vanilla. The item would probably be gained through skill like the other mod in workshop.
In custom battles, maybe I will create each combination of arrows(Trueflight + the other types) as a new unit so we can choose the combination we want.
These changes mean there will be no all arrow types on a single unit, so at that point I will see if I make that an new mod or just update this one.
I mean, would it be possible for the (Skirmish mode enabled for Sisters of Twilight)
(Both arrow types now magical and have no minimum range like other arrow types, so you can blast the enemies with arrows in melee. ) (Talon of Dusk arrow starts tracking faster than generic Trueflight Arrows, added flaming attack)
They could be included in this mod: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3570980178
For this mod if the UI problem cannot be solved later, I might try to turn this mod into a item system. Or I will have to learn to mod UI, and I guess I probably won't.
- Both arrow types are now magical and don't have a minimum range like other arrow types, so you can shoot enemies with melee arrows.
- The Talon of Dusk arrow starts tracking faster than generic Trueflight arrows, and a flaming attack has been added.
It seems to be more suitable to have it in that mod than in this one. Personally, I don't like my other Lords having so many arrows. Honestly, I don't even know which one to choose. But I would really like to see what I told you in the other mod. If possible, of course.