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- Theme of Sicily
- Kingdom of Bohemia
- Kingdom of Munster
Expect it this weekend.
Thanks again for making this wonderful mod! :)
Oh, sorry one last question--is there anything in technology nodes table for this mod beyond the research cost changes? Checking to see if I can use an increased research cost mod together without compatibility issues by just giving it priority. I looked at it as closely as I could and could only see research costs differences, but I wanted to ask to be sure.
Thanks so much for that generous offer of information--no need to tell me which of my suggestions you use, I just wasn't sure if you had other fixes/improvements from other people stored up as well (since I would then need to merge those other improvements in). If its just the things we have been discussing, then it looks like I can keep using my personal version then. :)
I will update to fix the entities as soon as I can, but other things may take longer. I don't agree about everything on your list so I am not going to do all of it but I will tell you everything I do in a reply on that discussion thread when I update.
Could I ask a favor? Could you tell me if the coming update is just some of the reported issues, or if you include something else?
The reason is I made a personal edited version with my suggested changes (some of which I am sure is subjective and you won't agree with), and I want to know if I need to check and merge in other changes and improvements you made, or whether I can simply continue using it even after the update.
Thanks so much Sebidee! You are amazing to have created this wonderful mod!
Sure, I will make a post in a moment, and include a few additional issues I came across later last night.
Btw could you make a discussion thread and repost your comments in it, it's a lot more efficient than having bug reports in the comments.
If helpful I can send you a fixed version (I used the mercian units to reference the correct man_entity values). Just contact me if so.
Thanks again for the great mod!
Under man_entity, Danish troops are set to use base charlamange values, while the other rosters are set correctly to use the Seb new ones you added.
So that is why the Danes have terrible HP--switching them to the correct Seb man_entity should fix it.
Danish troops have far too little HP.
Examples: Other faction levy axeman have around 100 hp, danish have 80. Other faction archers have around 100 hp, danish have around 80. Almost all unts are affected.
The only unit line where Danes have comparable HP is the swordsmen.
This makes the Danish roster much worse than the Mercians, which about matches them in swordsmen and beats them in every other infantry with substantially more hp.
Not sure why this is happening--doesn't appear to be from the bonus hp in the tables, but the HP loss shows up in both custom battles and campaign.
It is a great mod, just reporting issues to look at if you decide to release a future version. :)
1)Mercs and admirals are missing both douse flames and use whip. The latter makes sense, but not the former.
2) Danish admiral bodyguards are weaker than other factions like the Mercians.
3) Raider units follow the logic of their land 1-handed axe counterparts in damage (low base, high armor piercing), but heavy raiders do not (having sword values for their damage, despite their axes)
4) Danish admiral ships are missing the +10 speed given to danish ships.
Merc Viking Smashers (a dane axe unit) are incorrectly listed as having a small round shield, that is why they have much better defense than their normal counterpart. I recomend it be removed and changed to none.
A couple of issues to ask about on the ship units:
1) The danish admiral ship bodyguard unit has an upgrade midway through the tech tree, but its unit has all the same stats (its assigned to the same land unit). Should there be an actual upgrade there?
2) Viking smasher mercs have much better armor than non merc viking smasher, and in general are very cost effective mercs (better thats than viking raider mercs, but cheaper). Is their high armor value an error? Or maybe the viking smasher non-mercs are missing an upgrade?
Thanks so much!
Also I meant "stances"! Damn typos. But the ready availablity of stances for the infantry and alternate fire modes for ranged troopes etc is a lot of fun to make use of on the battlefield!
The combination of high quality units, faction uniqueness/diversity, obvious roles for each unit, upgrading units instead of replacing them and integrating upgrades/unlocks into the tech tree in a logical manner combines into an amazing approach to units.
Plus I really enjoy the type of units on offer. The combination of powerful shield walls and powerful melee cavalry is really enjoyable to me. The stanes in particular really drive home to me that I miss those most of all in TW Warhammer.
Anyway, thanks for singlehandedly creating one of my favourite TW experiences ever! Will be playing with this mod for a long time!
-Thanks!