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Tell me which area of them make them so OP and if it's fair I shall nerf them accordingly.
Balance talking, I think it is better if Kossar Hunters become a ROR unit, because the unit is pretty OP now to spam at the late game :D
The hunter might even join the Dogs of War mod :D So anyone with money could hire them
I'll bump Kossars (rifles) from 550 to 650 and Kossars (Line Infantry) from 680 to 700.
This is pretty much a Kossar only mod and a Kislevite warriors unit would feel out of place.
And as much as I do like the classic Kislev colour scheme, manually recolouring tex files is usually a pain and is also kinda hard to get just the right RGB balance and saturation, so I think that I will just stick with default faction colours rather than go for fixed colours.
But they never had bayonet combat animations in the first place!
As it is stated in the QA section, they are actually using vanilla handgunner's animations, not custom ones, so they are working as intended.
You are either confusing this mod with another mod or at a certain point you were using a mod that altered all the handgunners' vanilla animations and now you are not.
If I were you I would start by checking the mods marked as outdated and the ones that are bigger and more complex than a simple unit mod.
Considering that we are talking about a potential serious issue here you might want to be sure that said issue is actually there next time by individually testing each of your mods.
Plus in case you don't know:
-Unit mods are the simplest mods to make and therefore are also the ones who are less prone to crash (assuming that you didn't mess things up with certain data related stuff)
-Unit mods usually crash your game only if they have outdated tables and/or some type of logical errors.
You can literally use Rpfm right now and open this mod: there are no errors nor outdated tables.
And also no: *the fact that this mod was updated for 4.0.1 doesn't automatically mean that is going to have problems for 4.0.3*.
In fact, small hotfixes do NOT break mods 99% of times.
Just FYI
Horrible and ugly unit cards but still custom ones nonetheless.
As it is already explained in the Unit cards discussion I'm crap with Art/Ui related stuff so a rework of the actual custom unit cards is not to be expected at all, at least from me.
Unless some submodder is going to rework this mod's unit cards we are pretty much stuck with the current unit cards.
I'll reduce the armour from 50 to 45 because they still need to be tankier if compared to Kossars (Rifles) and Kossar Hunters.
I have an opinion for adjusting, -Kossars (Line Infantry) now has 50 armor and I find it a little bit unlogical because they are regular Kossar, and 50 is a bit too much, an adjust to 30 or 40 is better :D
have a nice day/night
Zerg93, a request: could you remove the bayonets from the line infantery rifles? Without the bayonet animation it feels a bit wrong.
I have already found a replacement, but since I still need to know the shipment data and because of other shenanigans going on, I can't give you an exact ETA on when I'll be back.
You have my full permission to take and update any of my mods, but keep in my mind that I'll be back eventually and I'm going to update the OG ones.
Now I know that some of you might want to leave a comment to cheer me up or ask me some questions but please DO NOT do that and keep the comment section clean so that people can read this comment and understand why I'm not updating my stuff.
Thanks for all the support and see you again when my new rig arrives.
I don't make stuff related to heavily scripted stuff or ingame minor/big upgrade systems either so that's off the table too.
You should search a bit more in the workshop though, pretty sure that someone else have already made Handgunners with bayonets.
I can change those tiers though.
You'll have to wait for a better unit card submod from another modder or get used to my horrible unit cards.
I made the Kossars Line Infantry mainly because I thought that It looked cool (wasn't really thinking about lore stuff there) and to have something stronger than the basic Kossars (Rifles) but still somewhat weaker if compared to the Streltsi.
I'm not really interested in full reworking the unit but I'll try to buff It/add some flavour to make It more unique.
I really like the Kossar Hunters idea though so I'm probably going to add them in the next update of this mod.
What I would suggest is changing their role into light infantry skirmishers. Kislev doesn't have fast moving skirmish infantry yet and there is no rifle light infantry at all either so the role is free to take and would align with their hunter lore. Their names could be something like Kossar Hunters or Kossar Okhotniki to use some Russian. They could be the elite kossar unit, maybe with 36 speed and stalk to fill that skirmisher role.
Again, this is just a suggestion to make this tier three Kossar unit stand out. I'd make it myself but I have no idea how to mod. Otherwise, well done, hope you make more in the future.