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For suggestions, I'd say adding more to the campaign itself. You mentioned that with this updated one, the battle changes have been implemented. On that list of changes, have the campaign ones been? I think it'd be cool to add more 'realistic' things to buildings, taking settlements, etc.
I know it's cliche and it'd be a ton of work...but I'd say a sub mod for SFO would be cool. Only because SFO adds and does so much with the campaign, that you wouldn't have to do much to it then. Though....I'm sure all SFO does, it'd be a nightmare to balance.
But I'd just like to say that for realism, what's been done so far is cool as hell. Keep it up!
As for the changes to buildings and recruitment from the main realism mod, I think I would like to implement them when I have the time to do so, I am currently in a transitory period and have many responsibilities aside for modding. Unfortunately I do not think I would be able to make a submod for SFO, it seems like a very big mod and is way beyond my capabilities or knowledge.
Thanks again for keeping this up to date!
-skaven warlock engineers has all models firing a rocket and this decimates units.
-knights of tor gavel are absolute menaces and might need nerfs. As does empire generals on demigryphs and high elfs on similar mounts. Im not sure where brettonian stands with their hippogryph mounts.
-magic needs a longer cool down timer. Maybe double the current cool down for all given spells. Only specialized spellcasters can retain their original cooldown timer through skill points spent.
Just a few things I had issues with so far.
New Thrones of Decay DLC characters are still single entities, I guess they will get retinues in time, I can wait.
New DLC units may require some more balancing, like there are 2 types of Grudge-Raker guns now, Engineer and Thunderers, with wildly different reload times. Idk about fix suggestions for these, but the Grudge-Rakers being so different makes me feel like I'm cheating with the new Thunderer version. Though I do believe Grudge-Rakers are not supposed to be muzzle loaded anyway, so not sure why the long reload on the original Engineer version.
And then regular Gyros with only half models, it's so sad. Having 2x6 bombs instead of 2x12 is very odd when we still have the Gyrobombers with 4x11 bombs. The regular Gyros being so nerfed on top of everything having more health feels bad, and I don't want to recruit them anymore.
But the main issue is Rampage being applied so liberally, Rampage is not a fun mechanic and so it should be kept as a rare punish, for something entirely avoidable.
I noticed Liquid Fortification is just perma rampage. (On rangers and characters with the item, you can't ever control these units, at least according to the description)
I don't even get how it's "Realistic" for dwarfs to become completely uncontrollable from a little ale.
Others pointed out Lizards have perma rampage below 50% health, I don't even want to try that faction now.
Also weird that there are Wounds III on top of original Wounds effects, both triggering at below 25% HP, where the entity loses 40% weapon str and 30% speed in total. Not sure if that's intended.
Atm if a LM unit have less than 50% HP at the start of a battle they will constantly rampage making them literally unplayable as their army will constantly and continously rampage
Give their skink heroes some slightly better units, like the Skink Cameleon for the chief and perhaps a slighly better skink cohort version for the priests as atm, they are subpar as all hell
High elf mages really need a nerf in their starting BG's both Hero and Lord, atm they can solo armies on their own