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DeI - Realistic Missiles and Projectiles ?
Could this potentially be looked into? I'd even love it to go the way of Atilla layout formations where you can seem to spread the line as thinly as you want (at your own risk)
Otherwise great work, will check back to see if any changes have been made to this, but all good if not!
- Unit fatigue speed penalties seem to be bugged for infantry and disproportionately affect cavalry, so I've reduced them a little bit.
- Infantry and Cavalry charge speed modifiers adjusted. Heavy-tier armored units should no longer be slower than their run speed when charging, but are still not at all ideal for running down routing units. Varied unit types and speeds are the key to victory!
- Greater variability in speed and maneuverability between unit weight classes. With a ~35 kg kit of armor causing the wearer to expand approximately twice as much energy, unit speeds should reflect paces that can be maintained over a moderate amount of time.
- Reduced Javelin-class projectile damage across the board. Will review for feedback.
- Reconfigured entity weight class stats to be a bit more in line with the base mod's design goals.
- Erratic unit movements, especially in wide line formations will severely hurt formation cohesion, this should incentivize players to travel in thicker columns or block formations and should combat the cheese where you make your line as wide as possible to envelope single units
- Phalanx and Shieldwall units are highly encouraged to keeping to thicker block formations as the ideal way to maneuver them.
Thank you
DeI - Realistic Missiles and Projectiles ? or i need subscribe the other mods ? Thx
Yes, but put "Ultimate kill" ABOVE "Cinematic" ..!
No, these versions I have recommended you, don't mess up the formations!
Leave your issue comment here:
https://steamhost.cn/steamcommunity_com/workshop/filedetails/discussion/3349117467/4702413158525005149/
I had a Bronze Pikemen pinned down with 2 Hastati units. The pikement were inside their pike formation too if that amounts to something, but I moved my Campanian cavalry and charged behind the pikemen unit and, as soon as a couple entities of my unit touched them, the charge kind of "stopped" and didn't really deal any damage.
Reading about what this mod does kinda makes me feel like a charge would actually disrupt units but I found my unit actually stopped the carge before the collision, I wonder if it's a bug?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2816649891
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3280953151
wanted to ask what would you say are the main differences in this version to the realism mass and realism missiles you previously did? Know there was the slower variant there.
Great work on the mod!
Ahh, in that case I'll leave them be with just a few small tweaks to help their phalanx v phalanx match-up length.
@iason8185
Yes, this will be addressed, absolutely!
@little germ
Nope, animation mods should be completely unaffected by this mod, hope this helps!
Brilliant stuff, thank you for the thorough investigation. I'll take a look now!