Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
got rid of melee AOE max target increase from previous version.
you ll get a closer "vanillaish" experience now.
nothing much have changed except that the 15% cd reduction on ranged units do not affect grenade type anymore.
Just the fact that monsters do the same damage as generic empire guy number 42 is ridiculous. A swing from a dragon ogre shaggoth should do at least 5 times the damage of karl franz with his hammer. If the game didn't pretend to accommodate physics the way it does now, I think we would have been right to leave these matters alone like we do in regular RTS games. But I cannot overlook these things whilst I play the game.
Short version: perhaps increasing the damage of monsters (or any hard-hitter judging by intuition and their animations) by double or triple is what the game sorely lacks.
Perhaps the 1000 minimum targets still hurts the monster's damage though, and interferes with how its animation is presented to us.
To add to what you conclude, I think if hypothetically a hierotitan lost to 3 empire swordsmen units and if tested in with this mod to see how it fairs, it would still lose or do as bad as he did in vanilla. This is because the dread saurian has much more agile animations, squirming this way and that so that the swordsmen have to catch up with it half the time. The fact that the dread saurian has no attack delay would only increase such agile (albeit unintentional) maneuvers.
I would say the straightforward solution is to double or triple the damage of monsters. I know it may seem like much but after all this time I have been playing this game with so many mods I have concluded that monsters simply deal too little damage.
(same for collision attack.(attacks done by a big entity moving around.))
i know that in the base game melee splash damage is divided by the number of unit hit.
the stats i changed is called "splash_attack_max_attacks".
i tested a dread saurian vs 5 empire swordmen and it would now win the engagement whereas in vanilla it would lose. so it the long run i think it benefit splash attacks but it may require more testing.
but the dread suarian wouldn't kill many swordmen in one attack. tho it would still kill way more units than in vanilla in the same given time.
so i guess the damage do divide more but i am not sure how it works exactly.
at first i wanted to make so each units hit would recieve the full strenght of the attack but i guess this is not possible as it is hard coded.
What does this do to splash attacks exactly? does it only affect charges or do monsters in melee hit more max targets? like does a giant attack more units with each attack in this mod ( and does its damage divide more?)
tho it only change some stats so it should run even with the unmodified new greenskins and HE
units..
i just realised that most big overhaul mods have also tons of addons..
i will see for what i will do an addon for but definitively not most unit mods.
such as:expand roster series,ror mod,teb south realm,and so on.
you can update slowly...
thanks for your nice work
give me a list. also keep in mind that i wont do this for every mod. so choose the mods you prefer.
i dont promise anything but if i do make addons for other mods i ll do your list first (and probably SFO).
but first i need to find the perfect balance for range units.
but we want this mod do some effct on other new unit mod
such as expand roster and other unit expand mod
sfo patch is unimportant
but before that, should i keep the -15% attack CD for range units? or put it at 10%? for all units that arn't artillery or do i keep the ones listed above out of the buff?