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I dont know how it could be my mod, I dont affect those. Does it fail in combat? Before combat?
One thing I can think of is that I make the character models "stickier" so the formations take longer to settle in, and the units wont advance unless they get in formation first.
I have re-branded this as "For PVP" mostly because the way I did the fatigue is really good for PVP, but way too easy for the player vs AI.
Working on a new balance for vs AI, will release as a new mod.
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-raised all clubs and axes armor damage by 2
-raise all sling lethality 4%
-lowered arrow lethality 2%
b1.95
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-increased fleeing speed for routing men, they are really motivated!
-decreased max melee hit chance to slow down battles a little
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-set chariot lethality modifier to .4 from .37 (more likely to die)
-adjusted chariot shield values
It's tough to balance chariots. Either they are so good that you crush the AI with your hooman smarts and your own chariots, or they are too fragile and the AI chariots are worthless to them anyway...
b1.92
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-Lowered max damage for collisions, to lessen chariot kills
-raised the fatigue penalty for Heavy armor by 3%
-lowered the fatigue penalty for Light armor by 5% (they really need that fatigue bonus in prolonged combat)
-raised lethality of 2h spears
-added more bonus vs large to both 2h and 1h spears
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-Set Armor lethality 100% block point to 156. Elite units wont be *so* dominant because of armor
-Reduced General lethality reduction by 7%
-greatly reduced penalty for shallow, steep, and very steep movement to help the AI out.
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-Changed base weapon attack rate to 4 from 3.5, makes battles a bit longer
-Flattened lethality curve for the two-handed axes. This *is* a system, but in general all the tier 6 axe units in the game and all mods also have great armor and high attk/def stats. So it was murder-town.
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-Raised Chariot walk speed from 4 to 5.
-Slightly raised lethality for the javelin "precursor" that is thrown by melee troops
-Raised lethality of 2h spears by 5%. They already attack faster, they should be more useful now.
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-Changed all the +damage ancillaries to other but similar stats since damage is not the focus of this combat system
Enjoy!
b1.5
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-Reduced lethality of chariot melee strikes to .6. Putting it at .9+ never should have been live lmao
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-Flattened bow lethality curve. Elite was too lethal.
-Adjusted Sling lethality
-Set Chariot archers to fire at the middle of a unit instead of the closest corner
-added fatigue states for attack_interval, starting at .8 for exhausted, .85 very tired etc
-adjusted Sling armor damage on linear curve
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-Reduced reload speed for arrows in direct fire
-slightly increased missile lethality coefficient
-increased piercing lethality from .2 to .25
-slightly increased sling reload to balance with bows
-decreased kv_rules melee_attack_interval from 4 to 3.5
-set armor to be -1 every 2% durability down to a 50% floor
-raised the 100% lethality block for armor to 150 from 145. This will decrease lethality block overall.
-set melee_hit_chance_normalisation_coefficient to 1.2. I think this will give lower attk units better chance to hit higher def
-reduced sling armor damage by 1 across the board
Radious does not change autoresolve files. Neither does this mod anymore. Looks like a base game bug and I will look into if theres any easy fix.
Now, this mod is *supposed* to be a slugfest. The end of the battle should ultimately be deciding whether or not to throw your winded archers against the flank of their exhausted, battered armored troops.
One of the reasons I started off heavily nerfing foot ranged is because a player can far too easily game the direct-fire-only option to finish off their armored troops with direct-fire into their flanks and rear. But I understand that players want their shooters to shoot as part of the battle. I may have buffed ranged a bit too much in 1.1, lemme know.
If you run into battles where the fact that your spear line has 25 less armor average than their spearline causes you to lose unless you do smart human things like rotate units in and out of battle for fatigue, then the mod is working as intended. :)
b1.1 live
Overall I've been pretty happy with archer kill counts but that's because I use them with my own knowledge of the changes in mind lol.
I will test giving archers 25% more ammo in a way that doesnt mess with compatibility. I just need to make sure that they dont magically get more ammo at every fatigue state change lol
Oh and @WTID I am making the decision to remove the autoresolver changes from this mod as beyond the scope. The autoresolver change mod can be loaded on top of this.
And I made slings damage armor mainly for game reasons (to give them a purpose beyond "long range"), but also: this is the bronze age. Bronze is relatively soft. Big rock dent bronze bad.
@Anavel Gato The problem is that Ammo is in the units tables, and changing those will ruin compatibility with mods that add or change units. It's possible I could do a boost to ammo through the Fatigue States table, but I need to test that.
Is your concern that archers can run out of arrows long before a long battle is over? Or that they arent getting enough kills?
That's sort of by design (I'm trying to make a challenge for a TW gamer of 25 years), but if most players prefer the atmosphere of a battle where the archers dont either sit around for 10 minutes or need to be used as flanking chargers, there are a few ways to accomplish that.