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
You make a new mod. Name it something alphanumerically higher than the mod you're editing.
Copy the line from the custom unit mod to your new mod.
Change the stats using my mod as a reference.
Though to add units, I'd save time by copying the the whole line and just editing the mass and acceleration.
Ah and it will work if I add to ur mod the modded units entities? Like I add a roll, put the id/name of the modded unit and fill the table or its easier to edit the file of each unit separately?
Tyvm for the help hehe
No. This is done on a unit-by-unit basis on the cavalry's side. You can use custom units but they won't have more mass from this mod.
I have another mod that approaches the issue by changing the knockdown rules on the recipient's side in the works, which will be more compatible with unit pack mods.
Like my description says: cavalry now look like they charge in the movies, not Ragdoll Simulator 4000.
I do agree though that balance was not why I made this mod. :)
Ps. Units with charge defense atribute can still hold the line but regular swords for exemple are completely overuned and that's fine for me.
I also shrunk the size of several chariot "articulation points" (the point that the chariot bends). In the game's coding the articulation point is its own entity with its own mass and collision hitbox and equations. Previously this mod updated the mass value of the articulation point but not its hitbox size. Turns out that many hitboxes for this point were even wider than the chariot itself. The result after this change is less collisions when in a blob of enemies, and therefore less getting mired down in the "tarpit".
This mod also increases the mass & acceleration for the functional pre-cavalry warhound/wolfrat units (Norscan, Skaven, Chaos).
Thanks for chiming in, both of you. Pierce in particular - I used to be super into the competitive Dota 2 scene and was 99th percentile elo for a time, so I can really relate to where you're coming from with your perspective on balancing. Thanks to both of you for helping me to come to a decision on this question I asked.
What I'll do is I'll start a new Alberic campaign (mah boi) and try for a while the glorious charges version (cav and chariots) as soon as I get back home from Egypt and can play the game. If it feels too imba, I'll probably revert to the chariot only version and restart. But hopefully it won't, and thanks to the two of you I'm willing to give it a try. Cheers and God bless lads.
There's an old game design mantra, "Make the best way to play also the most fun way to play."
This usually goes hand-in-hand with balance; because if everything's balanced, then everything's viable, and then people can play what they personally find the most fun. (I have extensive experience in balancing games, and used to be a competitive Starcraft player.)
But ultimately, in a noncompetitive game, balance should take a backseat to what you the user would prefer as your ideal play experience. It sounds to me like you'd enjoy your games more with this mod - so this mod was made for people like you. The mod itself isn't over-the-top. It's not Ragdoll Simulator 4000 - it's Glorious Charges. It's even included in Lily's famous Bretonnian Mod Collection! :)
Personally, I use More Mass for Chariots. I think you want this one.
@GIGroundNPound
Steam's filter doesn't seem to like your latest comment, so you might need to repost it.
I ask this because I play a lot of cavalry heavy factions (Bretonnia, Empire, and even Vampires) and when I play with these factions I like to use cavalry a lot. However, after the recent mass changes I've noticed that cycle charging seems no longer viable, I make one cycle charge with Knights of the Realm and I lose maybe 10-15 men, that brings my 60 man unit down to 75% strength (45/60) in one cycle charge. It's really frustrating and prevents me from achieving my desired style of gameplay.
Do you think your mod here will solve my problem or is it too imbalanced?
But I definitely don't feel like I have rights to all changes to the Mass stat. That'd be absurd.
If you guys want to make your own mod, fire away. If it's changes to the same units because you like it a certain way or whatever - go for it. Just say what's different about it and credit this mod, that's modding etiquette and helps build an environment of collaboration.
And if you'd like help getting started, just let me know. :)
I made one for chariots. But haven't made one for both chariots and cavalry.
If you haven't tried it yet, I attempted to get the numbers right with this mod so that collisions look like the Ride of the Rohirrim, not Ragdoll Simulator 4000.
Thanks for the serious feedback. That's really rare so I wanted to say that first. And I'm glad you enjoy it! :)
Honestly, I didn't make this mod to balance cavalry. I just made it for fun. I don't normally even play with it - I generally think cavalry are fairly OK where they are, but chariots seem underpowered so my other More Mass mod attempts to help that.
What you propose is an interesting idea. I think what you're referring to is "Charge Defense Against Large Foes"? I could give those more mass, too, but then larger monsters wouldn't be able to impact them well, either. The game's mass system isn't scientific.