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As for how to use RPFM, I can't explain that, but there are probably tutorials on the Internet. Good luck.
Well, in WH2 I went the route to adjust spells (and projectiles) but it is a road to madness. So, in WH3, I have slowed the magic accumulation rate (to be slower) to match the length of the battle and I think this works. I could always adjust it slower, but I think this is a more elegant way to handle it (magic is still powerful, but you can't cast it as quickly and are forced to wait). For the projectiles, I just recently made a that a separate mod.
If the person comes with the desire for a longer fight but it's not fast enough, vanilla is cool for that haha
I really like your mods and I use them a lot as a base for my own mods or projects.
If I can give you a little advice for your longer battles for WH3, it would be to nerf the damage of spells, because with slower gameplay than melee or distance, spells become abused in terms of return on investment
Yes indeed, those last three variables are what they added later, and really allowed the melee to be adjusted. Before that, its a complicate mess.
Put:
armour_melee_penetrating_divisor 5
armour_melee_piercing_divisor 3
defense_melee_penetrating_divisor 5
defense_melee_piercing_divisor 3
factor_attackdir_flankleft -30
factor_attackdir_flankright -30
factor_attackdir_front -35
factor_attackdir_rear -25
The last 4 lines are the most important, because it's the only way we have for shogun 2 (unfortunately we don't have these 3 other lines like on the more recent TWs)
melee_hit_chance_base
melee_hit_chance_max
melee_hit_chance_min
Certainly though, Shogun 2's engine doesn't support much in the way of tailoring the battles, but I was able to make the battles longer because I recall people complaining that it was too long at one point, so I had to make adjustments to make it shorter.
armour_melee_piercing_divisor
defense_melee_penetrating_divisor
defense_melee_piercing_divisor
factor_attackdir_flankleft
factor_attackdir_flankright
factor_attackdir_front
factor_attackdir_rear
I tried to make my own mod for my personal use, I tried changing these values but nothing changes
I would like to make the fights even longer
A great mod nevertheless, just wanted to put this bit of information out there.
How did you manage to do that? I tried everything, from changing values in the db to slowing down the climbing animation, but the soldier still levitates at the vanilla rate
Shogun II doesnt have the 'melee_hit_chance min , normal and max' yet, so its abit more confusing here.. im on my way of figuaring it out
I think I found and fixed a possible issue that causes units to move very slowly inside of a select few castles and fortresses. If this doesn't fix it then it must be a bug within the base game, but as far as I can tell at the moment, it seems to fix the problem (and if not, then it improves the situation at least).