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Feel like the big overhauls just fix somethings and adds a hefty dose of new problems be it balance or what ever.
which is suprised me because it works fine with other mods that modify units.
if you find a mod that might not be compatible with this mod I'll appriciate if you tell me about it, maybe I can change some setting to make it compatible or atleast type it out in the info texts :)
At first it was weird to me too, but there are many different types of aoe attacks so damage areas cannot be streamlined, and obviously a dragon's and goblin boss's attack will have way different mass for knockback. It's just splash damage multiplier is not implemented (yet?).
I'm not sure if I want to implement it or not though, since they do already do pretty well against infantry as it is, while keeping their anti elite feeling still there.
I mean I'v had battles where this unit has 400+ kills so, but I'v had vanilla blood knights kill around as much aswell.
but you'r telling me the melee_weapons_tables:
splash_attack_max_attack
and
splash_attack_power_multiplier
only affects charge knockback? O_o
just makes no sense in my head.
About your minis, fantastic work! I loved what you did on the famale one especially.
Btw, removing disintigrate is not a very good idea, if you lose the battle, AI will think it's dealt with and complately ignore them. Then you can kill every single AI with no response from them :P
also I didnt post this change, but its there, they have a splash damage added from 0 to an 0.2 modifyer added and hits up to 2extra targets.
the same with my Grail unit mod.
I dont particualry want them to be "Monster Cav" but I wanted them to fit the lore better and I think this mod already does them justice!, things I was interested in changing though was removal of the disintegrate things with moral VC have, since they arent raised dead by some necromancer controlling them with magic but vampires with their own mind.
on example, land_unit_table perhaps buffs health of all units for a slower combat mod? or something like that, it can be a mod that changes other units NP, but cant be one that edit them all.
and gold cost only balance so much, after a certain point a unit is just too OP no matter the gold cost.
and there is no fun if a unit dont have a counter at all right? even though it doesnt need to be a hard counter, there still should be some type of way to deal with em? ^^
If I were to suggest any other changes, maybe you could give the Blood Knights Bonus vs Infantry as well, but make them REALLY expensive to buy and maintain, so like 2000-2500 initial cost and 600-800 upkeep per unit.
That way you could only realistically have 1 or 2 units in an army or so, which would also match the lore since the Blood Dragons are very few in number.
I added Grail knights / Guardians to another mod aline with this called "Elite Grail Units (Balanced & Lore Friendly)"
I've been waiting an eternity for a mod of this kind to arrive...will be testing tonight or tomorrow and giving you some feedback, but I am pretty damn sure it's gonna be awesome.
Finally they get the elite feeling and atmosphere, they deserve!