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Damage dealt to unit huh. Hm, as I've said I was fighting rats mostly so they don't really have any rampage causing skills. Maybe the threshold for rampage got weird with all the mods I was running xd
Thanks for the clarification though!
Skavenslaves have the "Expendable" trait, meaning their routing only affects other units with the "Expendable" trait like other skavenslaves, while clanrats and others don't have it so don't count in the "friends routing" mechanic for them. This means that the other units routing was probably from the "Stronger enemy units" mechanic or the -30 army loss, given the skavenslaves were the majority of force in the army, and not because the skavenslaves routed.
The rampage mechanic is impacted solely by damage dealt to the unit, not the unit's moral, but sometimes other units can cause it, like witch elves, so be aware who your fighting against.
Number one is that: Skaven routs hilariously fast. It's a bit of a concern, but also, mildly entertaining seeing the other units of rats (be they clanrats, gutter runners, even heroes) just flee in a mass rout once like 10-20 units of skavenslaves break lmao. (Context: I got ambushed by three armies, the majority of which are skavenslaves)
Number two is that: It seems like with the leadership changes, the rampage mechanic of the dinos trigger quite fast into the fight (bit unsure whether it's from your mod tbh). They weren't at low health either, which led me to believe the leadership changes made it so.
Just wanted to share those observations as a heads up. Still enjoying this mod a lot
Anyway as the vanilla penalty is only 5 it's not likely that this mod causes the no routing, and in my game they routed, maybe they were close to a general?
I once though of editing the grouping AI making light troops a flanker role rather than melee, or any other change but since abandoned it as it was a bit too much.
I get the removed morale debuff wouldnt do much, it was more me commenting on the one thing that felt 'off' still, albeit less 'off' than without the mod where the core battle line would break and reform constantly!
Not the worst thing in the world, just maybe something you might like to be aware of :)
The vanilla penalty for missile fire is only 5, so removing it isn't that impactful and this mod doesn't change this dynamic tremendously. If it's decimated quickly enough then it should proc the "recent" (4 sec) and "extended" (60 sec) casualties penalty combined which is way more severe. if dying slowly then it might stay for longer, given their orders are to stay put.
However the AI does retreat if is suffers heavy casualties (mainly skirmish units), so I don't think your units should break if under missile fire, as you can manually retreat them.
Also the AI tends to face your troops, so I'm not sure I understand the positioning your referring to.
It does feel a little weird however when a unit is decimated by missile fire and goes 'guess I'll die' rather than retreat - even if the unit under fire is isolated and alone. It feels unrealistic rather than an enhancement. It MAYBE could be justified if in a lord's leadership bubble, but flanking units sitting around to be murdered just feels...off.
Other than that, I much prefer the en-masse line holding or breaking, and the ripple effect by one end shattering - that feels so much better than vanilla whack-a-mole retreating.
I didn't think many people still play this game and there are many overhauls and unit mods which are incompatible with most of my mods, so it actually exceeded my expectations, but even one subscriber would have been enough for me. Cheers!