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Does it need to be updated?
thats a fast response! thanks! can you left feedback here in comments what been changed after update? i wont mind having such unaccurate arty if you can make NPC players be nerfed same way :)
thanks :)
For now everything in your mod making my game better, except this artilery issue. To stop NPCs from taking down my walls in minutes with arty, i need to use "stronger walls" mod to drive battle onto battlements instead to gaps in wall.
So now scenario. open battle, one unit of arty on both sides. My arty been destroyed after 5-6 volleys from enemy arty, while i hit.... 3 soldiers. It makes game terribly unballanced.
If artillery siege weapons would have been so effective than no one in that time would have used stuff like siege towers or ladders .
because there was no 100% guarantee that you get though the wall only if you bring in 3 onagas. So i see this as a good new aspect ,
now you have to use both if you want to effectly capture a city artillery and siege equipment . you have to attack different positions and all that stuff .
And this how it should be .
one point i agree the regeneration rate should be buffed
like onagas have a low accuracy in a real battle 1 out of 10 shots hits the target if you have a good men . your pic shows me the result i wanted .
you didn't destroyed the two towers but you killed at least one over the time if you consider they are for artillery in that time very small targets .
but you also killed the gate , parts of the wall and large parts of the city that all gives you advantages .
What wasn't good, however, was https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=874866216 This is me trying to take out the two towers over the southern gate. The artillery is hilariously inaccurate. I can't play this, sorry.
Another lesser gripe is that fatigue takes forever to regenerate. It takes 5-10 min to go from Exhausted to Very Tired. That's silly.
The mod has potential, and if u fix that sort of problems I'll subscribe again, but for now I'm off to other stuff.
I'm already using Simply Slower Combat, but "Realistic Battles Pack" adds a nice arc for archers (shooting over units), and its a pretty good feature to have to lose.
Thanks man
says the one who spells "invantry". Get off your high horse mate, the guy actually has solid advice.
And by the way when I played TW:Attila I was always wondering about that loose formation bonus, so thanks for "fixing" that
and if you bunch up then you make a perfect target for archers and you all will get cut to peices wer'as if you stand in a loose formation you are lesslikely to be hit because there is move area thet the arrows need to blanket
and why would standing apart efect how much damege you do
most of your ideas are smart but that last one just destroyed your credability
Generally if you have 2 Mods who changes the same data files one mod will randomly disable the other .
However, with this mod turned on i have average 5-10 fps less when camera is pointed directly on fighting units, regardless of ammount of units on field. Can u look at it?
I like idea with bannonmans and captains of squads on rear of formation :)
Thanks for your reply and your mod.
i mean why should skirmisher cav completly outrun an an medium or heavy cav only because skirmisher cav its wearing cloth or leather and the other wearing chain mail or whatever. The thing is skirmisher cav need to navigate there horses and is fireing missiles upon the enemy while the other melee cav is just chaseing.
the Secound thing is in Attila ( vanilla ) are 6 types of cavaly /very light /light / medium / heavy/ very heavy and super heavy, pointless seriously in the vanilla game an very light invantry could outrun an super heavy cav .
If you wear just cloth or leather armor , chain mail or bronze armor the horse don't care . They are very strong animals .
are you for serious