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You could try editing the meleee weapon table, and set the building damage multiplier to 0.
How can I edit that table?
- 0.05 : whip, fangs, claws for small monsters.
- 0.1 : Spears, staff, daggers.
- 0.25 : Halberd, Swords, Chariots.
- 0.5 : Medium size Monsters, some hero and lords with larger weapons.
- 0,5: Small Axes, and Hammers, some smaller monsters
- 0,75; Great Axes and Hammer, medium monsters
- 1.0 : The large monsters keep normal damages.
- 1.25: Very large monsters.
- 1.5 : Specialized weapons (warpgrinder, miners’s pickaxe).
It seems that in this mod, it applies as soon as the order is given for attacking infantry to dock on the hostile walls. There were ladders on the wall at the time, so perhaps that has something to do with it.
Well, you can be the attacker, click to dock on the enemy walls hundreds of feet away and as the start to move towards the ladders, they get ammo back. This means that attackers can, effectively, have infinite ammo against walled settlements so long as the unit can dock on the walls.
It doesn't appear that the AI abuses this, like how it abuses the ammo replenish for barricades in the base game, though i could be wrong.
It doesn't really make much sense to me thematically either - Cathay is all about constructing static defences. Surely they should actually be comparable or slightly better than skaven structures if not lizardmen? Like the crane gun tower does a measly 9 damage. The magic missile tower on the other hand does i think it was 20 something, shoots a 3 round burst, each projectile has splash damage I think. And considering one volley took off 10% of my lords HP, it's 100% NOT 20 something damage.
I really would encourage you to look at the balancing please! Other than that, i love everything else this mod does.
Skaven can build Catapult towers, but Cathay is limited to small arms fire from towers. Why?
Lizardmen magic missile tower is ridiculously powerful. One tower killed several hundred Peasant Spearment in only a few minutes, before i could capture the point.
On the other hand, all 4 types of Cathay buildable towers are really bad. I tried all 4 types in one battle which i couldn't quite win, the tower was in the same place every time and the enemies were attacked for the same time each time, the AI did the same reach rematch.
The tower would shoot at some skavenslaves, which spent a good several minutes munching through a blocker, with the tower shooting down on them.
The peasant archer and jade crossbow tower killed, in about 5 minutes, a grand total of 6 skavanslaves.
The iron hail and the crane gunner tower killed.....3 and 2 skavenslaves respectively.
In any case I just wanted to leave my appreciation and thoughts: Really love this mod! Your overhaul of sieges make them truly brutal, which is hard to get used to at first. However it's also meant that I've had to rethink my army comps when attacking walled settlements, using units like cannons or deathshriekers, units I wouldnt normally use
This still makes early game sieges quite challenging, especially when you dont have any units to work with, and also means the wall towers can be a huge challenge, which sometimes I found annoying. I particularly like the chance of settlements sallying out and attacking you, though I still feel it happens quite sparsely.
In any case it's made me rethink my approach to sieges which was a nice bit of fresh air, thanks for the mod man!
I suppose with your message that you prefer the new method from CA?
Prior to version 4.1, there was a count bar at the top right of the screen, which changed when the enemy captured the victory point, and when the count bar turned red, even if you still had a large number of troops, it was considered a failure. I was referring to this. In version 4.1, ca removed this setting and changed the count bar only when it captured key victory points, and other ordinary victory points no longer affected the count bar.
(But when I enabled the mod, normal victory points being captured still caused the count bar to start changing, so I wanted to ask if you did this deliberately or did you leave this out when updating? Or maybe you've changed it and need me to re-subscribe to the mod to make sure it works?)
Could you explain in greater detail your line about the AI having a 40% chance to sally out for minor settlements? This line was the main reason why I downloaded this mod, as I like the idea of brave or foolish commanders taking to the field (and therefore more land battles!) but I just want to confirm that this is how it works?
Thanks again for your effort and time
If you mean the tier 3 tower of Tzeentch, the tower information says x9 shots, but it fired once, and if we compare explosive towers, they are very weak (and I understand your balance in terms of what they should not be exactly equal, but even so they are very weak)
x9 shot - https://i.imgur.com/8kUoOzX.jpeg
https://i.imgur.com/QJPSYq0.jpeg
Beastmen - https://i.imgur.com/1uPBBVy.jpeg
Bretonnia - https://i.imgur.com/dnspZXq.jpeg
Empire - https://i.imgur.com/wXhmBTP.jpeg
Khorne - https://i.imgur.com/tDvHtn1.jpeg
Nurgle - https://i.imgur.com/ombJDAh.jpeg
Slaanesh - https://i.imgur.com/SERiNzi.jpeg
* - Teentch - https://i.imgur.com/VqSkJoI.jpeg
Vam counts - https://i.imgur.com/Y1voPfy.jpeg
It only fires one shot at a time and then reloads within 8 seconds, other towers that have one weak shot fire many times, not to mention those that have an explosive shot or some kind of debuff.
What if give them some special things, like small vortex (like exalted flamers of Tzeentch) or shoting many times per shot or have debuff or at last explosion shot. I think they need have some special shot and more damage.
And i found 1 bug (or not if you confirm) Empire have 2 first lvl tower and 2 second lvl, but different stats.
And thanks again for this mod, it's great
Anyway, I'm not even sure it actually works: CA set the value to 0... But changing that does not seem to much effect.
If your action is not faired compared to AI...Wlell, don't use it.