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Maybe faster regeneration would help.
Won't this simply make low armored units with relative melee defense useless? Legit questions.
I'm looking forward to this and the cavalry mass one :)
I will try it out right away as it should be save game compatible and no issue with other mods I guess if the mods don't change the fatigue rules, exact?
My opinion on your values is that it seems a very good rework, just for the armor I wouldn't have changed it because for me it means that the longer the battle goes on, an armored unit would lose armor because of injuries or all the hits they got during the battle. Meaning the armor will not be as effective as their brand new armor they had a the start of the battle.
But that's just my opinion regarding the armor value. I understand for balance issue and your decisions make sense too to modify that value.
Thanks anyway for your contribution !
And cavalry is most certainly NOT OP at the moment anyway
But I do definitely agree with your semi hidden range nerf by not reducing armor when tired.
TLDR: Balancing is hard
Very correct!
Reducing melee defense is a way to make the unit take more damage (from melee). But reducing melee defense doesn't make the unit take more damage from ranged units (like reducing armour does).
But on the other hand reducing speed... that'll make it take more damage from ranged units over time as it's running since it takes more time to cover a distance.
Of course if the unit isn't running then it doesn't take more damage from ranged units. To which I say: good. The meta in this game has long skewed towards missile units. This brings that back slightly.
Features, not bugs.
Oh, logic/flavor is cool too, I guess. ;)
Welcome to my dissertation brought to you in comment form!
I don't think that's the argument. He is saying you can balance a game from a game-play abstract perspective (what CA did) or a real world/lore logic perspective (this mod).
The theory is that CA made an inverse linear relationship between armor & fatigue as a way to balance out heavily armored units because they will be hit harder by low fatigue than lower armored units.
Changing the fatigue to have a bigger effect on melee attack may affect more heavily armored units differently if fatigue is not coupled as strongly to melee attack as armor. So you could in theory make units feel more similar because you removed a lever you can adjust on your heavily armored units.
Wow look at me being all philosophical and shit!
Btw I'm not saying don't use the mod....I have no idea if its better or worse than vanilla. I'm only trying to show you are comparing apples and oranges
It gives all skeleton, ethereal, and construct units perfect vigour.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2560847667
@RexJayden
Yes. All my mods (so far) can be added mid-campaign. And only the custom unit mods can't be removed.