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Wouldn't this heavily impact DPS and overall strength of some missile heavy factions and units like Waywatchers? I clearly remember from my WE playthroughs that I could easily reduce their reload speed to like 3 seconds in late game
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3082390369
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3415667695
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3393253521
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3442905174
We had multiple occasions where regiments lost their given command, though, sometime in short succession. One situation where this definitively happens is when one of my regiments is supposed to follow an enemy unit but one of my units gets stuck in combat with a different enemy's regiment. My whole regiment will lose its command then while 1 out of 100 starts a fight on the way to its real target.
We still have to find out whether this is a vanilla or a mod thing, though.
I noticed that! The fear and terror was a real challenge as playing EMPIRE. But it pairs so well with SFO cause now you have a purpose for heroes like witch hunters to calm your troops in critical areas. Really excellent work.
This battle mod has been awesome. I keep bouncing back and forth in tests between this and Hecleas but I kinda like this more because battles are intense and troops die at a good pace but battles do feel longer. Solid work!
Only thing is cavalry charges kinda feel less powerful. But that could be an incorrect observation from me.