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Anyone able to make a compatability mod, has my consent to do so.
@Zeinerfain - You stumbled upon a long ongoing balancing issue that I will take a look at again. The purple icon is a placeholder due to some wrong pathway, so a patch or hotfix probably changed something, but it should be an easy fix.
@Orestes - I will see if I can do something about this.
Thank you all for the feedback and bug reports.
The idea of spikes in front of archers and constructable elevation platforms for weapon teams was an idea I and some other modders had floating around quite a while back, but we never got around to actually try and do it, due to lack of spare time and other mods taking that time. So who knows, maybe in the future.
I'll give the dual purpose a look when time permits. I had a lot of ideas for this mod, but had to give some time to rest, as it was really time consuming playing around creating options that served a proper purpose.
I am currently working on a lot of big QoL improvements for several of my mods, fine tuning others for the new december 12th DLC and I will look at nerfing special armaments dmg of this mod soon.
I will notify it here, when they are less destructive.
Never used it myself, so cant say for sure.
It is inspired by a dozen tiny mods with my spin to it and a lot more to improve realism, difficulty and hopefully fun as well, although higher difficulty usually put people off, but I prefer a challenge.
I also wrote in the comments with more detail on your "Man The Ramparts - Campaign & Battle Realism (Tier Five Settlements)" which is great by the way as are the rest of your mods
If I find anything worth noting I will let you know
I am away for a week, but will give it a thorough look when I get back.
So I would highly recommend that you use my "Armourygeddon" or "Resourceful Purpose" mods, as that will allow you to finance more armies to protect your lands, or hire mercs or thirdly upgrade your units.
Everything comes with a downside like upkeep etc. to maintain a higher difficulty than vanilla with a wide arrangement of "realistic" effects.
It is absolutly not for all and that is ok.
I appreciate you taking your time to try it out and providing feedback.
So the early is very tough gaining that xp, while you win battles with artillery, cav cycle charges etc.
Pick easy battles like horde factions, quest battles and rebellions or even farm a low tier city to get those unit xp gains rolling.
So I barely have time to play due to spending so much time on modding, however I did an Empire campaign prior to all their new toys from ToD and artillery is destructive for all races Evil and Order and put some pressure on the player to deal with, like vanilla quake mortars.
I balanced them out initially with shorter range and longer reload, to give people incentive to use the different firing modes. The next thing I would nerf would be dmg, but I have not gotten around to that yet.
I removed high tier units from the 2x size and kept it only for low tier crap units and found that Order troops could hold with units formations like shieldwalls, range troops, artillery and much more without problems on the hardest difficulty.
For example as empire you fight Orcs which basic units have same stats as ur state troopers, and only way to deal with this is building mass artilery because ur ranged units can only scrach they hp pool. In my opinion better way of implementing this would be making normal state empire state troppers compenstate in for example better stats like +6 defence and +5 leadership. Another problem i see how op is artilery in this mod. Field Trebushet or even mortars with their special ammo can oneshot everything litterly. I played only 15h of this mod but I still want to give it a try because of how good is feeling to play this overhaul. (sorry for english, I'm not the best at typing)
also love the new hellcanon firing modes, this is a must have for me now
Also make sure you do not have this alongside the siege segment, as that will CTD, but I doubt that as you wrote custom battle.
I removed all phalanx/shieldwall formations for ranged units which seems to have fixed this issue.
I will give it a lookover tomorrow and remove high tier units from the double size to make some balance.
Maybe a middle ground would be to double unit size only for specific units, maybe low tiers? So skeletons, goblins, skavenslaves etc. everything tier 1, maybe tier 2. So you dont get crushed by double unit size Grave Guard or Black Orcs.
@mycomwhiz - I will not be making submods, as it will be to many mods for me to maintain and MCT options is sadly outside my skillset currently.
Should you or anyone else be able to make submods of any kind for any of my mods, feel free to do so and link me, then I will add them to the description.
Check all the new changes/additions etc. in the changelog. Screenshots has been added as well.
Not specifically saying this is what farting/vomiting needs. Just in case the damage debate comes up again in the future :)
Thank you for being so responsive to feedback! Can't wait for the update
Farting is nerfed 50% from vanilla values, I like it from my testing, take them out with big entities, range units, slow them down with abilities/spells etc. pretty much like you would do in vanilla. ;)
I am reducing the vomit from a 3 time use to a single time use, keeping other vanilla values as they are. Reducing the uses from 3 to 1 is to prevent the AI from exploiting the cooldown and it makes more sense from a "realism" perspective.
The lore I found also pretty much states the vomit working similar to "Alien" acid blood if you ever saw those classics. :)
I wan't these rosters to have scary units that needs attention to atleast soften of the thought process of checkerboard formation gunning everything down in 5 mins, corner camping, safely holding chokes with a few units backed up by artiellry and spells and so on. Once you get used to this, it will be just as easy as the vanilla game down the line.
I will look into the mass thing, thanks for reporting this.
Only reason I have not updated the versions yet is because of 2 single variants (sieges & battles) currently don't work together after my new additions. The complete variants works fine.
I should probably just release them to fix this.