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It shouldnt...I dont touch the autoresolve tables in KB, neither does Radious.
That behavior (AI attacking a strongly defended town with a tiny army) is not something I've experienced in my 150+ turn game I have going right now. I dont think so, anyway. I have taken a little break from Dynasties. I will be on the lookout for that in the future.
It is possible I guess that KB is affecting how the autoresolve shakes out, but theres no reason for 300 to beat 3000...
I'm mainly using this mod and Killing Blow. Would either of these Effect this? (I had the Rad Bug fix mod as well.)
How are chariots doing for yall? Too weak? Too powerful? AI vs Player concerns?
I said the same thing to Radious lol. It's vanilla that those units have the same ranged weapon as a missile unit.
I guess it is possible for me to replace those with more appropriate short range missiles like other melee units, but I have been trying not to touch the unit tables. I dont think my mod has made slings any more deadly than vanilla Radious. (except for the fact that they do lots of armor damage).
There are other bugs(?) in the game like Thracian archers default being poison tip, and Sherden archers default being sulfur-fire arrows. Cant fix that without removing those special arrows entirely.
The fatigue aspect works perfectly in my eyes btw.
I had completely ignored the marksmanship bonus field on the bows and probably would never have caught that without taking another look.
Also if you are playing from the start of a campaign, the efficacy of ranged changes significantly against higher armor/shield troops.