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In general I changed the global armour values in unit_armour_types_tables and not unit specific armour assignments in land_units_tables, so this mod cannot have consistency problems in armour assignments.
Until CA fixes their healthbar per model issues, this is a nice step in the right direction
Updated Deadly Dynamics description, thanks.
As the testing results show, non-ap weapons can potentially deal more damage than in vanilla due to the 0% armour cap, so existing AP is still important but not too powerful compared with base damage as it still holds potential value.
Applying a 2 multiplier with the 0% cap would make armour behave somewhat like vanilla but the point is to enhance armour efficiency inspired by Double armour for all in a more randomized way where most armour can potentially fully deflect base damage or have no impact at all.
Regarding ranged weapon efficiency, it makes lower armour units perform somewhat better against ranged as they now have a higher chance of negating base damage from arrows. Check Deadly Attack Dynamics for better ranged dynamics such as base/AP damage ratios with reduced accuracy.
However, if you increase the armor by five times, existing armor-piercing weapons will become too powerful.
In my opinion, applying a multiplier of 2 or 1.5 instead of 5 would increase the damage of regular attacks compared to the current state. This approach would not only enhance the lethality of regular weapons but also help mitigate the current trend of ranged weapons being overly strong.
This means that all vanilla armour value of above 25 now has a chance to fully negate base damage, as they're transformed to 100+, but also has a chance to not negate at all, as the minimum protection is set to 0 rather than the vanilla 50%.
It's not directly based on the vanilla values but rather influenced by them as it isn't precise, as the examples and testings try to show, but converge roughly the same.
If I understand it correctly; you've changed armour so that instead of acting as a damage reduction, it would rather act as random chance to fully negate damage instead. The chance of said-negation working is directly based off of how much you would expect similar armour values in vanilla to reduce the damage by.
Is that right?
Regarding my other mods, only Realistic Models Alignment and Immersive Camera are fully compatible, Deadlier Engagement Dynamics and Consistent Fatigue overwrites their changes / adds more so it's your choice.
The mechanic works the same for melee and missile damage, as the shield missile block chance is like melee defense, reducing the chance to hit but for missiles, and only at a forward angle (my other mod Deadlier Engagement Dynamics makes the melee defense act the same).
The mod affects other unit mods as they all use the same armour values in vanilla as far as i know, except Armoured Empire State Troops which is implemented in this mod.
Haven't tested at all yet but will soon and provide feedback. Can you just clarify that the mechanics you explain above will work for missile damage? In the case of shield-bearing units, how does that work? Shield block-chance, then armour block-chance?