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
Does it increase HP for additional units (SFO additional units) and legendary heroes (MIXU and etc)?
It’s broken in vanilla, wiping out entire units, and has a cooldown of only 120 seconds.
You usually can only get it off 2 or 3 times in a battle, I think with your mod it can be used 4 or 5 which makes the spell super broken.
Maybe your mod should change that spell to 2 uses per battle instead of a cool down.
Just my two cents
And as for battle times, it's definitely going to take a lot longer just because there are three times as many units on the battlefield. And back when I did the “balancing” I took this into account, but the fact that spells and artillery hit many more units just because they are more compact would be extremely overpowering.
- All sources of healing regeneration have been reduced by 75% (except immortal lords) - All healing and HP regeneration in total war works by %, not by numbers. In an easy-to-understand example, in vanila, a unit with an HP of 1000 that has a regeneration of 10% every 1 second, would regenerate its life by 100 points every 1 second. Now imagine that same unit with 3x more HP, or 3000 HP. If we apply this same math, the unit with 10% regeneration every 1 second would regenerate 300 points every second, because 10% of 3000 is 300. In short, a unit that already has its life tripled would have its healing tripled as well, which would make this unit practically immortal, since it would replenish its HP very quickly. What this “nerf” does, is bring the regeneration of life from all sources, to the same values as when the unit was 1x. This avoids having literally immortal units in the game.
- Direct damage increased by 200% against individual entities (effectively triples the damage that single units receive, since they have triple HP to prevent these units from being practically immortal)
- Direct damage to individual entities increased by 200% (effectively increases the damage they deal by three times, making these units work close to the unit with vanilla HP since they deal three times as much damage, but receive three times as much damage and have three times the normal HP).
How does
- Direct damage increased by 200% against single entities.
- Direct damage for single entities increased by 200%
- All healing regeneration sources nerfed by 75% (Prevent immortal lords)
help balancing?
Also do you think this makes battles last longer? If so it may make spells stronger as their cooldown will be achieved sooner relatively speaking. A spell can be fired off 3 times instead of twice in a battle. Probably doesn't really matter, but might be something to bear in mind.
Submod in the description of this mod.
True Unit Size x2: Ready for 5.2
True Unit Size x3: Ready for 5.2
True Unit Size x4: Ready for 5.2
True Unit Size x2(RADIOUS): Ready for 5.2
True Unit Size x3(RADIOUS): Ready for 5.2
True Unit Size SFO 1,5x: Ready for 5.2
True Unit Size SFO x2: Ready for 5.2
True Unit Size SFO x3: Ready for 5.2
True Unit Size x2: Ready for 5.2
True Unit Size x3: Ready for 5.2
True Unit Size x4: Ready for 5.2
True Unit Size x2(RADIOUS): Waiting for the update from the Radious team to 5.2
True Unit Size x3(RADIOUS): Waiting for the update from the Radious team to 5.2
True Unit Size SFO 1,5x: Waiting for the update from the SFO team to 5.2
True Unit Size SFO x2: Waiting for the update from the SFO team to 5.2
True Unit Size SFO x3: Waiting for the update from the SFO team to 5.2
By changing some parameters in the campaign itself, it may be that some trigger is not activated, it may be that this actually causes some problem in the “turtorial” campaign. Unfortunately, for the sake of balance in the two main campaigns, this cannot be changed.
i got a problem when using this mod and the additional units. This mod doesnt trigger the cutscene when playing the prologue campaign and cant progress through the campaign
the cutscene is when we first save the beacon. After moving all my units to designated location, its suppose to have a cutscene where other kislevites attack with archers and got ambushed from behind
True Unit Size SFO x2: Updated and ready for 5.1.0
True Unit Size SFO x3: Updated and ready for 5.1.0
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3272344509