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My examples are: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2997074409 (Lustria Rises)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2940793412 (Dodging is dodging)
Thank you for the great mod and any consideration in advance! <3
The process is that I go in to land_units, copy over the individual units, and add shield and missile resist values (which means mounts are easy to miss). The 360-degree block is added by linking can_block_missiles_360 to the unit attribute group in unit_attributes_to_groups_junctions. If this helps folks with compatibility.
Added:
- Sun dragon 360-block trait
- Elspeth carmine dragon (with 20% missile res instead of 15% for heavy scales/mounted, default is 25% missile res)
- Marienberg Land Ships (interested in feedback here, they seem pretty strong)
- Steam Tanks weren't included because they already have directional shields. I will take a look at directional shields for some units. I went with adding 360 to everything rather than figuring out directional shields to start.
- Marienburg land ship I skipped because it's a powerful ranged unit, but I'll include it in the next update and people can give feedback.
- Thunderbarge not included, it's a blimp and already quite strong--the air sacs aren't really deflecting missiles, even if the ship itself might. Willing to take another look though.
- LoC not included because it's not scaly or fleshy, and has a barrier.
- Soulgrinders not included because they're not very large and their top halves are squishy.
- Chariots/altars not included because they aren't super heavy construction. I might consider it.
@Alan Yeah I noticed it doesn't seem to work on dragons. Looking through the menu at faction starting units. Imriks sun dragon does possess a Silver shield but lacks the 360 degree missile block trait every other monster has been given.
Also I think soulgrinders are missing from this mod.
Same test but replaced one ironside with shield sundering RoR (which is a more expensive unit). Approach damage was 3k, then down 9k in melee, the sundering amplified the high volume significantly. This setup can also kill an AI dread saurian by the time it terror routes one unit of ironsides.
I then performed the initial test one more time with an intended counter for large monsters by replacing one long rifle with one great cannon. Initial damage was also about 3k, by the time it reached the lord it was down 6k (two volleys from cannons, I counted two cannonballs miss). (2/2)
Don't get me wrong I love this mod Its great!, I just think that the block + resistance for the final tier Is just a bit too high.
In my opinion most monsters shouldn't just easily die to volley fire, but they shouldn't be practically Immune either as then It fully rely's on spears and those are countered by enemy Infantry distracting them while the monster swings on them (Its how I use Giants with Greenskins, Goblins or Orcs distract the spears and the Giant gets free damage).
Well those were my thoughts, I could try to go more In depth If you wish but for now that's what I can think of.
The best I can really say Is during testing It wasn't uncommon for me to get a majority of monsters
past the firing line and still have about 30 to 50% health still, and that was tested with an unreasonable amount of gunfire.
Example: I tested a Hierotitan slowly walking towards an Empire army that was shooting at It with 5 Hochland Long Rifles and 2 Nuln Ironsides, the Hierotitan was able to reach the firing line with a little over 50% health left. Now I was glad to see the Titan not being just deleted before It got to combat, however over 50% health against 7 elite gunpowder units did feel a big too strong as even taking costs Into account the Empire had 6,250 worth of elite Missiles shooting at a 2,000 cost Monster.
Need to do a second part, Its too long In one message.
- Stegadon and Ancient Stegadon mounts for Skink Priests
- Hell Pit Abominations (waffled on whether their innate 15% was enough because of regeneration--they have the 20% missile block and no missile resist now)
re: balance, I'm not interested in theorycraft. If you have actual results that you can point to I'll look at them.
If you do add missile resist, maybe consider giving it to the slow large units only, since they basically cant dodge, while big, fast dudes like dragons and keepers of secrets can dodge all missiles anyways. Makes it a bit more messy to keep track of though. Just my 2 cents. I'll still be using this, been meaning to do a lizard or TK playthru where I dont just spam out saurus or necropolis knights.
Armor definitely does help though. It helps them survive massively against crappy missiles, like non AP missiles. Assuming all shots hit and not accounting for missile resist, an Archer is doing 17 base 2 ap, for a total of 1530 and 180 dmg. With armor, the effective damage against an arachnarok would be 378.9 damage (average dmg reduction on arachnorak is 87%), VS a handgunner that is doing 1588.5 dmg on avg.
Non of those lords are meant to be targeting monsters, the first two would mainly prefer monstrous Infantry or cav.
Also Armor doesn't help as much as you are likely thinking, the Arachnarok has 120 armor and Is easily killed by volley fire.
I think giving the Giant 20% Is fine Its just a 5% Increase.
A Hunter General or a Waywatcher/Welf lord or even a vampire captain would not be able to do anything to dragons or constructs, and thats kind of their whole deal.
15% flat missile resist is semi low enough that its probably fine? CA tried to give Giants something similar and it sorta helped them out, so combined with a small shield its probably ok.
Thanks for the mod!
However on realistics I disagree I am quite confident a Dragon with heavy scales would easily shrug off handguns.
Bears can tank shotguns Irl so a Dragon with extremely tough scales and also tough flesh would likely just bounce the handguns off of It.
But anyways ya I think Imo It would be perfect If It was 65 > 50, 55 > 45, And then keep the 20% Missile Resistance. Also ya remove the 20% Missile Resistance given to the higher tier monsters as the 50% block would already be good enough, however If the monster already had any Innate Missile Block then I feel It'd be fine to keep.
That's my two cents.
A lot of these units already have armor, which covers being shot by dinky arrows. But being shot by handgunners or shotguns should probably damage a dragon since they have AP.
-lord of change, khairos, sarthorael (or are they in the phoenix/manticore category of no missile block?) - would make sense if they arent included since they are hard to pin down with melee, but i can see a case since they are daemon big guys...
-nkari, throgg, kharanak, taurox (loreful)
-hell pit abomination, feral hydra, beast of nurgle, varghulf
-maybe brood horror? i can see not doing this one though
-cathay dragons? not sure if the dragon forms of the characters have their own stat blocks
Last ones, as I think you added a few chorf vehicles, but might make sense to extend to other SEM vehicles (maybe even use the steam tank directional shield instead?):
-chaos warshrines, screaming bell (gray seer mount), plague furnace (plague priest mount), doomwheel, luminark, landship, bloodwrack shrine
Awesome mod, as soon as I saw that they added 360 shields on the patch notes I knew someone would make this.