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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3435425377
May I know if there is a planned date that you may release the submod for Mixu's legendray lords? I'm eager to start a new playthrough with all the awesome mods you've created so far.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3428228989
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3427389234
-Better LOS for ranged
- Better combat response times (melee and ranged) no more units doing nothing while part of their unit is in combat or ranged doing neither melee or neither shooting
-More firendly fire
-slighly longer combat
-better charges but less ragdoll flying
-more damage to fleeing units
-Better values for when a unit is dissbanded
-Fatigue values adjusted for better fight
-Morale value so mass spam units (like slaves) do not get so much time standing that would have with other mods changing battle stats
Units recruitable outside of your race (like ogres for example if playing Empire) also show up as normal instead of modified. For now, I've advised people to simply avoid the units as they don't affect your overall game. Cheers mate and thank you for saving my collection!
#1: https://imgur.com/a/LT9CXuM
#2: https://imgur.com/a/d52ju9i
I don't mess with actual files, but I hope this helps. I noticed Empire and Mousillon had the most outliers. Other factions had 1-5 units at most with outliers which makes sense since they don't have overhauls and may only be affected by a landmark mod. I hope this helps mate!
-mixu legendary lords
-animals for wood elves
-albion
-legions of nagash
-landmarks of eternity
-lost calm:jurassic
-dwarf shield maidens
-rune golems
-dynasty of the damned
-the sect of akhalee
-bodyguard for...,
-jade-blooded empire (both)
-Yin-Yin the sea-dragon
-fimir, chaos mutations
-deer walk with the dragon.
This is a lot, but you sure can hope
Your the best, looking forward to your hardcore mod!
I've gotten a notification that some empire units are not scaled like normal. I've included an example, but it seems to be the calvary units. An example is here: https://imgur.com/a/bPmYyOW
I was able to replicate the issue and post that screenshot. From my investigation, it's either the SFO Additional Units mod, or either of the landmarks mods. From the ones active in my collection, I don't think any add Empire cavalry units beyond maybe those. Any help would be appreciated!
If you see on your end something like Drakwald Riders is scaled properly, it's probably just not playing nice with one of my other mods in the collection.
-reduce a little the damage of the lords/heroes (not other entities)
-reduce combat speed (few values) but without making high numbers units gain the morale advantage (is what happen when you do that without making changes)
-Reduce damage of ranged units which is a little higher than in x1 units due more units shooting and not all melee can fight (like vanilla SFO but giving more use to melee)
-Higher charge impact but not ragdoll fest
-Better the response time and values of ranged units
-Better line of sight for ranged units
-Better response of melee units
-Changes to Siege AI and battle AI
-Reduce some spell spam and buff another
If you don't do that you won't haves a similar balance as vanilla sfo ultra, because for example single units or lords would take more time to die after doubling their damage. So the idea is to cancel that making that they receive double damage (change values and test it and see the big difference).
I do like that Landmarks of Eternity does add new items and dilemmas too so it spices up campaigns even more. It has its own IEE submod as well for your future playlist.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3422560228
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3422493783
-Waagh requirement to double
-Barrier doubled but i already nerfed them in the main mod, because if you just double it become too powerfull
-Missile units overperform and need to nerf all the ranged damage probably 10-20% because more men=more shoots and the melee units due to having more men many of them don't fight so it is really needed a big oversight not doing it
-Missiles accuracy should be little lower fo not get ranged units be so op like warhammer 2
-magic is less powerfull and for me it ios a good thing different ways to compensate this, one of my favorites is giving them good mounts at high level so they don't feel useless like vanilla just casting a few spell and doing nothing
And more stuff like this the best is you start comparing values and many test
-Double health
-Double number units
-true single units need to do 100% damage and receive 100% damage so they are like vanilla sfo
-Scale the damage of unit to 100% in vanilla ultra
-hp regen nerf to 40% (all abilities)
-mass increase for cav and monster and heroes/lords in mounts increased to 55-60% more so they can charge effectively if not the wall of double units will stop them. If you go 100% then it is too powerful
-Abilities damage o many units depend of entities or is a fixed value
-Need to increase number of ranks to double for units that have a few or more men