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Yeah I agree on that completely.
About solving that problem... I've never been poking with map files so unfortunately i can't help you with that.
This guy on the other hand seams to have a lot of experience in it so he could be of much mor help to you that i could:
https://steamhost.cn/steamcommunity_com/id/TMiRRR
The lack of variety takes some fun away, not to mention its quite silly "sieging" your own ark
If you're not interested in that kind of mod, can you please tell me where and what in the RPFM i should change ?
As i saw in their mod files they have "Fleet Masters" in sfo but i guess they have their own mounts or something...
i appreciate your effort & time.
And to answer the second question:
- Well, yeah kinda... I think CA was thinking of implementing some kind of mounts for them cause the first 3 places in the first row of their skill tree were unused. So i just used them. Adding a fourth would mean that all other skills in that row would have to be shifted by one place which wouldn't be a problem to do but would make the mod not to be 100% save game compatible cause all those shifted skills in the first row would reset and players would lose skill points.
And since steed is something that i didn't think was a major thing to lose i left it out.
Hope that makes sense :)
The other reason is the balance. It could be the case that admirals have higher missile dmg bcs thy can only be on foot in vanilla. Adding a mounts is a straight out massive buff to that unit in terms of usability in melee combat (that should be obvious) but he would also use his range attack more often and from a lot better angles (especially on flying mounts) so i see it range buff even so the raw numbers are saying the opposite....
The simplest answer to all questions would be: "Convenience"! :)
The long answer is LONG, so it may take up few messages :D
- The reason why is that all the new mounts are exact copy of Dreadlord and their foot version does indeed deals 50% less missile damage then original black ark admiral on foot.
Now, there are few reasons why i didn't increase missile dmg for admirals:
It was a super-simple solution just to use already existing unit that is almost the exact copy of a unit that i needed. Changing that stat would require me to make a new unit or more easy solution would be to just add a 50% bonus to his missile damage, but that wouldn't be correct cause any other missile damage bonus that admiral gets would be less than it should be bcs his base dmg (that would be base for other multiplications) would still be 50% less.
- I noticed that normal dreadlords(crossbows) have less ranged dmg than the admirals(both moded and vanilla), and their dmg stays the same, when mounted, but admiral's dmg gets reduced to the same value as dreadlords. Whats up with that ? Anyhow, even with lower dmg, its still much better, both in terms of usability and most importatnly fun aspect !
- Why the steed wasnt included ? Is it due to limited amount of slots available or other reason ?
Dont get me wrong, the mod itself is great as it is, its just my curiosity.
Thnx for the info
Funny day to publish :D
Hope it brings more enjoyment in this wonderful game that we all invest tons of our time. Cheers!