Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
It does something pretty similar to this mod plus some more.
If not, then you've got a mod that alters the Grail Knight Entry in the land_units_tables, this is also the table that governs unit animations so if you have a mod that disables grail knight's flaming lances, that probably conflicts with this.
Grail Knights feel unusable without this mod.
Slightly raised their armour piercing damage lowered normal damage to account for it. The bonus versus large remains although I do not remember if it is higher or lower than Cataph's as I altered his mod for my personal use long ago and don't remember the basic stats.
A beefy health increase to dem Questers although made it so you can recruit them in 2 turns instead of 1 (4 for Global)
Thanks a bunch, btw.
But sure.
Regarding a Grail Knight's strength, I took into account that Reolas/Reolus, a regular grail knight, slew two giants on his own / stood against the chosen lord of Khorne (though he died because the chaos lord's wounds regenerated) I think the stats are reasonable.
Calard of Garamont, again, a regular grail knight killed the vampire duke of Mousillon and killed his entire retinue by himself (graveguards of sort).
And while an unfair example, Gilles le Breton himself killed 3 wyverns without taking a single step forward, I am well aware they are overpowered right now, but they are kind of supposed to be.
For the upkeep of 1 grail knight unit, you can almost have 2 demigryph knight units. 550/350x2 respectively.
I have just a couple of things to say:
1) I will give some special skills to units ( like anti-large, anti-infantry, armored, piercing damage, ecc....becouse these skills make special the unit.
2) I have hard time at the start of the campaign ( hard difficulty...i'm not very good at total war for now ) and i feel that errant knight are a bit too weak.
Have a nice day!
I simply had a question, regarding the new big patch of CA regarding the blood dlc~
All the mods are now considered out of date, but what kind of conflicts may happen ?
Why are those mods considered out of date ... ?
I tend to better understand the consequences of that patch on most of the mods I am using~
And so I tend to understand what kind of mod may conflict and why~
Thank you very much for your unlightment !
Regards~
W
It adds Knights Errant and Questing Knights to the Bretonnian roster.
Thank you very much for the lore stuff you're added to that awesome game ! :)
I was wondering if that mod for save compatible and if I could load the mod in the middle of my Bretonnia multiplayer coop campaign ? :-D
I currently don't have any Grail Knights yet~
Thanks again for all the mods you've done !
Karl Franz' skill you mentioned on the other hand takes significant 7 skill points all dumped into the Battle effects skill tree just to be able to get the first level of it. And to get the full out of it you need 2 more skill points for a mere 3% more ward saves and some charging bonus for 2/3 spesific types of units in contrast to anyone within 30m of your lord.
My aim with this small rebalance was to make it so Bretonnia can actually fight as Bretonnia, with mighty cavalry and numerous but dirt cheap (both in cost and quality) infantry.
Any chance that you give a balancing pass on Leoncoeur, the lords and heroes as well ?
One example of thing that bother me is that Leoncoeur's Lady Blessing (12% damage reduction to ally in a 30m radius) isn't that good by comparison to Karl Franz's Great Forge (15% ultimate resistance and 10% damage for all demigryff' and steam tank in the army).