Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
I just wanted to let you know, that I have tried to download the new Version of this mod and it the file is always corrupted.
Maybe it´s a steam issue, but maybe something went wrong on your side...
I will try again next week.
Love your mods bro!
Overhauled damage so half of the additional damage is given through bonus vs infantry/large (+ the vanilla bonus), so it adds to the unit melee attack, while removing the global melee attack bonus. This makes units more unique in their matchups and performance while giving more melee attack the more damage the unit makes, as Deadlier Monsters .
- Adjusted shield values accordingly.
- Reinstated armour multipler (10x) instead of the standardization since I managed to adjust the AR for reasonable and close enough results to manual battles.
- Applied 2x multipler to explosions in base damage only.
- Restored breath attack vanilla distance as it was causing a movement bug while activating it out of range.
I'v just recreated the scenario you stated and won quite easily (925 vs 469 with 329 losses = 4 units), are you sure you dont have any mod conflict overwriting my mod?
Try with Autoresolve Redone perhaps as vanilla autoresolve can be dubious at times. Also I didn't edit CP values which affect the autoresolver, but I don't know to what extent exactly.
As pirates are basically only gunpowder units most of the game, and certainly during early, they got hit extremely hard. Keep in mind you raise/recruit only zombies (~20 speed) until mid/late campaign.
1) on average a mortar kills about 15 models in a whole battle.
2) against a caster lord (unshielded) 5 handgunners shooting do about half the damage of 1 handgunner meleeing that same lord.
3) autoresolve is well aware of how shit are my units, so it gives a full stack with luthor a crushing defeat against a tier1 minor settlement with 6 units. Playing manually it was very painful indeed.
3b) Me: 3 zombies, 9 handgunners (red line), 6 mortars, 1 flying zombie pistol
Vampire rebellion: 2 zombies, 3 skeletons, 1 ghoul, 1 vargheist
Autoresolve: decisive defeat. Stopped campaign due to fatigue.
So, i appreciate the reasoning behind the mod and i will certainly try it more, but it seriously wrecks this faction :P
That was indeed the intention, looking forward for you're insights, enjoy!
you can check my collection for additional recommended mods and download the text file from there and import it to your profile as it orders everything in the correct manner.
I gotta try de-SFO-ing my campaigns every once in a while I guess
This mod overwrites Jadawin's accuracy alterations, which are way more severe, enlarging the calibration area along with the calibration distance, making units miss from close range, which is why I made this mod in the first place. it only doesn't overwrite the shields enhanced protection.
I play and test on medium as well, and since the damage is so heavy, I had to balance it.
Firstly, on medium artillery impact ratio is heavier since a single shot can take out 1/3 of a unit, and it's still very dangerous for big armies/monsters.
Secondly, experience improves accuracy, so try training them, or check out "Valuable Veterans" mod which enhances veterancy impact overall.
Hitting "Clout" style targets with medium/big trajectories is quite hard with arrows and catapults etc, but also 16th century cannon couldn't hit an 8X8 meter target from 300 meters reliably as it had smooth barrels which made it much less accurate to long distances.
A little feedback, the ranged unit inaccuracy feels a bit much on artillery, I mostly play on medium unit size to feel closer to tabletop, and with so fewer bodies on screen, missing becomes far more likely.
I get that the game is balanced around large units, and most modders probably balance for ultra, but a medium unit size variant of the mod without the artillery innaccuracy would be much appreciated - though that said would Jadawind’s mod just overwrite anyway?
That aside though, great mod! Feels very good so far.
This mod isn't compatible with SFO, as it effects only vanilla units, so shouldn't be used together.
I could perhaps make a patch, but I assume SFO has a totally different stats balance than vanilla, though the ratios will remain the same actually. will look into it.
a possible solution would be to have a Waagh count reduction addition to this mod, but it needs some calculations. thanks for the heads up.
I have several other mods active, include your other two. Consistent Fatigue, Double Armour for all, and Better shields and missile nerf.
For guns, the AP part of the new damage became 90%, so a pistol with 22 overall damage became 33 overall damage with 90% AP (30) and 10% (3) of base.
The game will run without the other mods but you won't have better protection from shields and armour, which will make ranged weapons overpowered, so they'r recommended for balance, but its up to you.
Also, do I really need all the other mods or are they more of recommendation rather than a necessity?
Very interesting, perhaps look into Specialized Combat , it does some of the things you mentioned, or the more extensive "Rebirth Mod".
I'm currently working on a small kv_rules modification, and a fatigue mod. If you wish we can perhaps collaborate on this matter or share some thoughts.
As a side-note; this mod inspired me to start working on my own rebalance mod that's built for maximum compatibility; won't be anything as extensive as this, just trying to figure out if I can rebalance the game using 0 unit-specific references. (which mostly limits me limits me to tables like _kv_rules, _kv_morale, unit__fatigue_effects etc.)
My mod is going in a different way though; morale penalties (flanking etc.) are increased so units are more likely to break into a rout in a bad situation (they also come back from routing more) but the morale bonuses are also increased. (things like "winning current combat")
It's been a lot of fun in testing so far but there's a lot of work left; the mod really highlights morale as the deciding factor of a battle and makes armour more meaningful.
Thus, and from the testing I made, I felt an addition to moral is needed to keep the flow of battle coherent with unit engagements last longer, without routing too quickly.
Moreover, because we're playing in a sum 0 conflict theme game (total annihilation of each other), it seemed weird that soldiers would run away unless all hope is truly lost, and that professional soldiers would rarely route. With the 20% addition, more soldiers fight to the end, and militia type soldiers run when they’re significantly outnumbered in terms of model count and not the HP bar.
Still, if you wish to remove that in the mod table instead of copying from the data pack, multiply the new moral by 0.833.
I'll probably give this one a try next time I redo my modlist. (current one is too incompatiblee)