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It shouldnt...I dont touch the autoresolve tables in KB, neither does Radious.
That behavior (AI attacking a strongly defended town with a tiny army) is not something I've experienced in my 150+ turn game I have going right now. I dont think so, anyway. I have taken a little break from Dynasties. I will be on the lookout for that in the future.
It is possible I guess that KB is affecting how the autoresolve shakes out, but theres no reason for 300 to beat 3000...
I'm mainly using this mod and Killing Blow. Would either of these Effect this? (I had the Rad Bug fix mod as well.)
How are chariots doing for yall? Too weak? Too powerful? AI vs Player concerns?
I said the same thing to Radious lol. It's vanilla that those units have the same ranged weapon as a missile unit.
I guess it is possible for me to replace those with more appropriate short range missiles like other melee units, but I have been trying not to touch the unit tables. I dont think my mod has made slings any more deadly than vanilla Radious. (except for the fact that they do lots of armor damage).
There are other bugs(?) in the game like Thracian archers default being poison tip, and Sherden archers default being sulfur-fire arrows. Cant fix that without removing those special arrows entirely.
The fatigue aspect works perfectly in my eyes btw.
I had completely ignored the marksmanship bonus field on the bows and probably would never have caught that without taking another look.
Also if you are playing from the start of a campaign, the efficacy of ranged changes significantly against higher armor/shield troops.
I llkke the change
That was something I overlooked originally. It's possible that stat adds damage, or influences the "flight" and hitboxes of some arrows.
The general idea behind the mod that wont change is that in lieu of a more complex battle AI that understands fatigue management, the Walk - Double-time - Charge is a loose system for when soldiers are sprinting vs conserving energy for a fight. Hence why the charge distance is longer, but also: men running away are running for their lives!
I'm trying it out right now. Maybe not having some guys get warp speed will help it feel less egregious. :)
One thing I could do is bias re-form the other way. It works like this: units closer to the "center" of the unit can only be made to go so slow, and units further away can be given a max speed boost.
I could slow down the formed men to let the unformed men catch up quicker, but then you'd have more instance when your units are not as responsive to movement orders because they are all slowing down as they reform before getting full speed again.
I COULD also lower ammo, but I dont think most players want inactive ranged, or to send their ranged into melee combat.
But the AI will never flank with bowmen like a player can.
Fleeing: If I lowered the re-forming speed boost I gave, then you wouldnt see so many men sprinting. Speed comes from the combination of Fleeing bonus + Re-form getting a bonus. I'm not married to the Re-form bonus. I thought it would help the AI out when their units get tangled.
When they break / flee - they speedrun Mario cames with how quickly they get away, I understand you did it for a reason but I *really* don't like it.
Others might though.
Trying to figure out how the ranged units are suposed to be working / where they fit in now because it feels like they're OP but... I could be wrong. More battles are needed to make sure it's how I feel.
I just realized I had done the bulk of my testing with the battle customization for Flanking Morale at High.
If you feel that flanking doesnt do enough moral penalty, try that setting.