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Thank you for the feedback.
You make a good point, which is why the power of towers in the autoresolver was already doubled.
Unfortunately, if I make the autoresolver too severe, then the AI will have too much difficulty expanding in the early game, meaning that the human player will have less peer rivals as you progress in the game. As the human player, you get to play out your fights, but the AI off your screen has to fight and expand everything with the autoresolver.
You asked why the tower firing speed increases, decreases, then increases again. But if you measure it in terms of damage per second, it consistently goes up with each level.
Due to how the game is coded, all units that can climb walls will create ladders to climb them at the wall.
climbing_ladder_speed_modifier and climbing_walls_speed_modifier
Do some units climb walls without ladder?
Damage per second.
Also why does the number increase then decrease then increase...
Yes, you're understanding is correct about major vs minor settlements. However there are a few exceptions. A few minor settlements have it always by default (Ubersreik for example) and some minor settlements can gain walls from landmarks or other defense buildings.The Temple of Itzl is one of those buildings. I think that's vanilla game but it might be changed by my Reporting For Duty mod if you're also using that (I don't remember it's been so long). It wouldn't be changed by this mod, Better Sieges.
• Major settlements always have walls and comes with Tier 1 towers. They have three defense upgrades, allowing the towers to be upgraded three times, to a max of Tier 4 towers.
• Minor settlements don't come with walls or towers. They have two defense upgrades. The first one doesn't give walls or towers, just some garrison units. The second defense upgrade gives walls and Tier 1 towers. They can't get Tier 2 or above towers.
I checked his infrastructures, and he only had a level 1 settlement and a level 1 temple of Itzl.
Yet it has walls and towers when I went into battle? Screenshot: https://i.imgur.com/J7lTxMG.png
Is this because of this mod or is the vanilla game already like this (sorry I'm new to the game).
Sounds like the math just worked out that way. This mod doesn't take the total siege atttritionn number and then change it, it changes the values of a couple things that are used to calculate the siege attrition.
Vanilla 8-14 ➜ Mod 5/10
But mine went from Vanilla 8-14 ➜ Mod 4/9
Any idea why this is?
Thanks Smache. I intend to. Hopefully soon.
Climbing a wall uses 10000 per tick.
With this mod I was always happy when the enemy started climbing. It takes them forever, drip-feeds them into the fight and exhausts them pretty much from the first second of fighting. Also applies to you, of course, so using ladders will mean crippling fatigue debuffs - just not worth it most of the time.
Nope! And why should it? Allowing unsupervised hostiles to roam inside your base unopposed is not recommended for the health and safety of your settlement and its inhabitants.
Same way you beat them before.
Have a designated target unit run around being fired at, like a lord or other single entity, while your artillery takes down the towers. Or just get on/through the walls with siege towers or breaching the walls (with units or agents).
Of course it's a lot harder - for once the defensive upgrade actually means something. But it's far from impossible and you have in fact several options.
(kinda feel unfair that only a hand of faction got a change and that only a fraction of those faction military power are used too )
Also even if it break immersion "even more" at this point would eb nice that you do a standalone where you make every unit able to climb and be on walls ( apart from the one hardcoded in a bad way obviously) .
It's the level of the walls, or the level of the settlement if it's a settlement that naturally has walls.
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-The rams do move quicker, however, I've noticed that the unit MANNING the ram doesn't. Which will lead to the ram eventually moving too far away, and then wait for the unit manning it to catch up before it resumes movement.
-The leadership buff on AI garrison is unneeded and too much. I have several screenshots of normal difficulty sieges where even trash units like clan rats held with 4 hp while under missile/artillery fire, essentially fighting until completely wiped out. The AI already gets bonuses for defending points, your mod basically makes most units unbreakable. And that is, again, on normal battle difficulty, if you go any higher any and all units of the garrison will never rout and always fight to the last man.
Could I bother you to reevaluate khainite assassins (dark elf hero, supposedly "good against gates") performance against gates? For the literal "nightmare of all doors in the old world", it does take them a long while to break through - not to mention they are quite exposed when trying to do so.
Yes at lvl 4 they are pretty destructive which is good when you're defending against overwhelming odds but tough to beat. My strategy is to build many towers and put them against the same wall instead of splitting them up. At worst the siege towers provide defense against their fire because your men would have been obliterated if they ran to the wall instead.
Had all of my infantry in siege towers against Markus Wulfhart.
3 volleys from the towers to kill the siege towers, losing half of my army before they even got to the wall.
Is this supposed to happen? Seems kinda pointless.