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First thing I changed: Unit stats. These units you introduced are, price-wise at least, fairly lategame. Their stats, especially the infantry units, are pretty lackluster for lategame and they tend to be outperformed by their vanilla counterparts.
The main culprit here is that the weapon damage values you're using seem, to me, to be lifted straight from default units like e.g. the spearman. This causes the unit to underperform because even if all of them have acceptable MA/MD values the melee units just hit like wet noodles.
A quick and dirty way to change that is to just create "High Elf Sword/Axe/Spear/Glaive/Etc 02" or a different set of names and tweak the weapon values accordingly. Just keep in mind that, unless OPOP is your thing, you should aim them to be at or around their vanilla counterparts. Right now however the infantry units aren't worth using compared to vanilla HE units.
Second: I'm not sure I really dig the change in recruitment building(s) you made. Setting them to the new sisters of avelorn building might make sense thematically, but it dumps a whole bunch of lategame unit options on the player(Or AI) as early as turn 10ish. I think it might be, for a balancing perspective at least, a better idea to reroll that change for at least some of the units back to the worship chain.
I hope it's useful critique!
The stats are a bit more difficault: I increased some stats in this version. In a early version the "main" version I choose stats that was to OP for many people so I decreased them. Now you say (if I get you right) the stats are to low or weapon damage is to low.
I get your idea but I dont now how far you are in modding realated themes: i have to find a solution which the majority accepts and as long as only one or three or five people want other stats Im not in the position to change them. I hope you get me right. Maybe I will add "custom" weapons but there is the same problem.
Now I ask you directly how would you set the stats (morale, damage, deffense, weaponstrengh etc) to get an elite-style unit.
Im sorry if this aswer sounds a bit angry trust me its abolutly not.
I would recommend a ballpark as follows:
Swords: Between 30 and 40 total Weapon Strength(I'll abbreviate it to WS). Relatively low AP and high base. Something like 21Base-9AP to 28-12. Add a VS infantry bonus of choice(10ish, they're supposed to be high-end)
Reasoning: It's basically how I modded the swordmaidens to be pre-Q&C launch, basically offering "Tankier but less murder-y swordmasters"
Glaives: 35-45 WS, good mix between Base and AP. Kind of like 21-14 to 28-17. Minor Vs Large bonus. Basically offering Wardancers except with more armor and a tad slower.
Spears: Look at the Phoenix Guards, then work from there; They're a fairly good idea for how to make high-end Spear units for the HE.
As I was typing this, it occured to me that I had a mod that affected the Sisters of Avelorn DLC unit, and after disabling this other mod, the levels on Swordsisters, Sisters of Avelorn, and Princesses of Avelorn units all had their recruit ranks reset.
So it's a conflict with this mod, https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1401967950, but I'm not sure what I can do in my campaign other than keep both mods on and have the conflict, or disable the other mod and have rank 0 recruits for the three units I mentioned. I tried advancing a turn to see if the units would update to their correct rank without the other mod active, but it did not.
I would love to see some chariots and mounted archers in a future update. :)
We modders have to use the values and files that are given us by CA. That means if we want to create an entierly new unit we have to use the animations that are already in the game.
I like your idea but unfortenly there are no "female" animations for chariots or mounted archers except the mages and lord animation I think. And that is the problem we as modders have to find the specific gender animation and this animation have to use the right skeleton (in the files there are Humans, Elves, Beast, Dwarfs) all of them use an other skeleton (more or less) so all of them uses different animation types. In theory it is possible to "crossover" race and animation but we cant use male animation for female units. Thats why my spearmaids uses the female sword animation.
An other problem that comes a long with this is that the variant models (helmets, armours, legs/boots, weapons etc.) are locked to specific races/animations. That means that we cants use human animations on a unit with high elven variant because the variant dont support this.
I hope it is clear to understand.
To your request yes in the theory all requests are possible but as I stated how it looks in game is an other story.
Of course I will look in the files and see what units are possible to made for expanding this mod.
Also I just read today's update, seems like the male voices in battles was a bug that the devs fixed :D
The ammo thing well thats a "illness" by me: in my eyes archer units should have ammo that last for the entire battle.
Dont read the patch notes today but thanks for your info. I hope that the male voices are fixed because that is/was the only problem I am/was not able to fix.