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The lower models only really impact them on the charge, but they make up for it in durability and killyness in melee. That being said, you still want to be charging with them as much as you can.
On a side note, you can remove those bad traits with the Grail Shrine/Chapel/Cathedral buildings.
Kinda how you raise zombies as a vampire to fill your army if you have nothing else to fill it with.
Yes I do like that Idea k|Aquila Mars, make sense also to be immune to psychology. Also thanks for letting me know that my last message made any sense, sometimes it's hard to put a thought into words.
Don't think the other peasant units needs a to be bigger in size, as they are quite balanced and they can hold and dish out some damage while they slowly die - which is the whole point of peasants in a Bretonnian army.
Also magic attacks don't mean much, even the crappiest weapon you can get enable magic attacks on a character. If you are level 20 and still don't have a weapon... Well I shan't speak my mind any further on that.
just muh 2 cents :)
What ye guys think of dat?
The problem is I don't want Bretonnian infantry to be able to consistently beat Empire state troops. Increasing the size of any peasant unit, ideally, to 150 from 120 will essentially make them better than empire infantry even though they have crappier stats and that is sort of a problem in my eyes.
But as I said, I need to do testing as I myself hardly played the campaign for any meaningful amount since the official release, this mod will be updated as I play and see what needs to be done. Although I can confirm even now, if I do up the peasant numbers their individual strength is going to go down. :P Expect less health per model and less melee attack if their numbers do go up.
Plus increasing peasant unit sizes means you can make more room for knights in your armies!
So that in the end it becomes would you rather pick out the top peasants from 10 villages or take the most peasants you can from 10 villages - while still keeping the village and farms functioning.
That one "spot" doesn't equal X men, but equals one village which you decided to draft either the towns best folks or as manny people as you could?
ugh hope I made any sense.. xD
I'll see about it when I get around to actually playing the campaign instead of unit testing to balance this out.
Will have to do some longer campaigns or bigger battles later. Suggestion though, could you make the peasant mob be like 250 units so it's actually a mob and will only be used as cannon fodder?
On a note, comparison pictures coming up, with vanilla stats and altered ones to the side, will update pictures when ready.
But gameplay wise don't you think they need melee infantry that could deal some heavier damage. Like during sieges?
I mean at the end of the day they'll still loose to Empire, Chaos, dwarf and vampire infantry who has the same job during combat, just that they'll actually kill one or two before going down :)
But ya I'm just speculating as I've not even tried it yet myself and as you said you haven't tried that much either :)
So why remove the bonus vs inf?
Most of the stuff I merely tweaked in small numbers, to the point I don't feel they are worth mentioning. And the units that I did play with are as they are seen in the screenshots. And as I've said I didn't get to test things as much as I'd like so I won't be putting a detailed info page for a while on what exactly has been changed.
Also I haven't been able to play the update yet but reading through the patch notes I don't find anything regarding buffing/nerfing of Bretonnian units. If that's the case will your updates from your previous mod be applied to this one as well, like the unit size of peasants and so on?