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I just wanted to let you know, that I have tried to download the new Version of this mod and it the file is always corrupted.
Maybe it´s a steam issue, but maybe something went wrong on your side...
I will try again next week.
Love your mods bro!
Overhauled damage so half of the additional damage is given through bonus vs infantry/large (+ the vanilla bonus), so it adds to the unit melee attack, while removing the global melee attack bonus. This makes units more unique in their matchups and performance while giving more melee attack the more damage the unit makes, as Deadlier Monsters .
- Adjusted shield values accordingly.
- Reinstated armour multipler (10x) instead of the standardization since I managed to adjust the AR for reasonable and close enough results to manual battles.
- Applied 2x multipler to explosions in base damage only.
- Restored breath attack vanilla distance as it was causing a movement bug while activating it out of range.
I'v just recreated the scenario you stated and won quite easily (925 vs 469 with 329 losses = 4 units), are you sure you dont have any mod conflict overwriting my mod?
Try with Autoresolve Redone perhaps as vanilla autoresolve can be dubious at times. Also I didn't edit CP values which affect the autoresolver, but I don't know to what extent exactly.
As pirates are basically only gunpowder units most of the game, and certainly during early, they got hit extremely hard. Keep in mind you raise/recruit only zombies (~20 speed) until mid/late campaign.
1) on average a mortar kills about 15 models in a whole battle.
2) against a caster lord (unshielded) 5 handgunners shooting do about half the damage of 1 handgunner meleeing that same lord.
3) autoresolve is well aware of how shit are my units, so it gives a full stack with luthor a crushing defeat against a tier1 minor settlement with 6 units. Playing manually it was very painful indeed.
3b) Me: 3 zombies, 9 handgunners (red line), 6 mortars, 1 flying zombie pistol
Vampire rebellion: 2 zombies, 3 skeletons, 1 ghoul, 1 vargheist
Autoresolve: decisive defeat. Stopped campaign due to fatigue.
So, i appreciate the reasoning behind the mod and i will certainly try it more, but it seriously wrecks this faction :P
That was indeed the intention, looking forward for you're insights, enjoy!
you can check my collection for additional recommended mods and download the text file from there and import it to your profile as it orders everything in the correct manner.