Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
Depending on what's possible I either suggest either updating the giant wolves to have stats between those of the normal wolves and white wolves with perhaps a slight hight increase).
Or if additing existing units isnt a possibility I might suggest to reduce some of the stats on wolves and to turn them into a cheap carpet unit. You could even justify them being a cheap mass unit by them being easy to befriend as I can imagine basic wolves to be pretty easy to deal with as a wood elves. Plus if a prehistoric human can tame a wolf, then surely an more advanced elven race has no problem getting them on mass.
Now for a Balance recommendation, hear me out on this.
You should make the Tier 5 Building require either 1 or 2 Kindreds, i pretty much saved money and stormed up the building tree to check out these amazing units, it was actually quite easy for me to get the dragons and the other tier 5 units.
For how effective these units are i do believe it should cost Kindreds.
Up to you, just throwing an idea out here
I see that as more an issue of CA not giving formations to trained vanillas cavalry units.
Real life birds fly in V shaped formations so it doesn't stand out as immersion breaking to me that the pegasi can do similar
If your concern is 'if this, why not also this' then you might try a mod that lets regular cavalry take up formations.
I have been using the mod during my ME campaign with the sisters and tier 1-2 units have been a blast to use so far. Still, I would propose the following fine-tuning to make them a bit more balanced/in-line with comparable units of other factions:
1) Boars: compared with razorgor herd
I would decrease their leadership to 50 (from 60), armor to 35 (from 45), charge bonus to 40 (from 48) and reduce their HPs by 5% (to 4,200 ish).
I would increase their Speed to 80 (from 75), their Melee attack to 25 (from 23), melee defense to 25 (from 23) and the weapon strength to 35 (from 30) with 23 AP and 12 base damage. MP cost and upkeep unchanged as fine.
Basically, they fight better than razorgors and move faster as they are lighter and not blinded by rage BUT they are less armored and hit/charge less hard as no mutations and less rage.
2) Elk: no direct comparison here
I would decrease leadership to 50 (from 60), armor to 15 (from 20) and melee defense to 25 (from 30). MP costs and upkeep a bit increased, especially if moved to tier 2 ?
I would take off fear as Elk are not as scary to meet as wolves, bears or boars.
I would increase speed to 95 (from 91) and give them scurry away in campaign as well (only MP so far). A pretty good unit. Should be swapped with wolves to be tier 2 instead ?
3) Wolves: compared with Norscan ice wolves.
I would decrease Leadership to 45 (from 60). Melee defense decreased to 19 (from 21) to be exactly like the norscan wolves ? Remaining stats are fine. Costs and upkeep too.
Elk are a better unit though, worth swapping them to tier 1 building instead ?
4) Great eagles and great hawks: I suspect they were done by CA so no comments there except that great hawks are much better than great eagles.
Hope this is useful ! Will continue playing and give feedback on tier3-4-5 units as i progress. Thanks again for this great mod.
In a recent update I believe i already removed fear from elk and boars.
Are you saying they still have it? I'll have to fix that since they definately don't qualify for it, being fairly mundane animals
Sincere apologies if some proposed changes in my message above have already been implemented.
Fear has indeed been removed from the boars and elk. As for the boars, i think it is fine for them to have it, based on personal experience during a hike with a boar sprinting out from the undergrowth towards me for a bit before bifurcating in another direction. Was quite impressive even with a smaller boar so i can definitely see a unit of soldiers (especially not well trained ones) going "oh sh*t" if faced with a charging boar herd...Anyhow, up to you.
Question:have you made a "Hounds of Kurnous" RoR yet ? I cant find it while playing on my system. Do I have an updating issue with the mod again ? Please advise.
PS: Hope you can create an animal keeper/beastmaster hero for the WEs with animal related skills and abilities. That would be so cool !
At the moment I am working on the animal keeper hero. Will still be a while before its ready to release though.
Any skills and abilities you'd like to see?
For now I'm teaching myself how to do agents by just making an exact mirror of the packmaster
Thanks for letting me know on the "Hounds of kurnous" RoR unit. I look forward to that one but no rush at all.
Awesome news on the animal keeper hero ! There again, no rush at all but it is great news to know that you are working on it.
Yes, starting with an existing hero, making a mirror and then tweaking as you wish is a good way to learn the needed tables (skills/skill nodes), how they interact etc.....did the same thing myself creating my own version of the shadowdancer hero a few years back and got a decent result.
Skills/abilities I would like to see ? well, I can propose a few things:
*1 or 2 unit summoning abilities (like the ones the packmaster has with wolf rats). 1 skill at lower level for 1 unit of mundane animals like boars/wolves and then another one at a higher level for a unit of giant boars/great stags or white wolves.
*1 support ability for animals: giving constant bonuses to leadership and melee defense and/or physical resistance to all animal units in a 30-40 meters area. The "Call of the woods" ability for the WE heroes or "running with the pack" for the packmaster are good examples. Throt has a good one too but he is a LL so more powered than just a hero.
*1 or 2 personal combat abilities for the keeper himself/herself: "Frenzy" seems a good choice to start with and then you can add "deadly onslaught" or something similar.
Normal skills wise (HP, MD, MA etc), I would start with the skill tree of the WE glade captain (most recent one for the WEs) and tweak from there.
Hope this is helpful !
As mentioned previously, I used the tier 3 units in my campaign and would like to give some balance feedback. Great units overall but a bit on the overpowered side so would propose the following fine-tuning:
* Bears: compared to the white lions of Chrace and the RoR
MP costs changed to 950 (from 800), Leadership decreased to 55 (from 60), armor reduced to 40 (from 45) Speed and MA unchanged, Melee Defense reduced to 32 (from 40), Weapon strength and charge bonus unchanged, HP reduced to 4,900 (from 5,900). Campaign upkeep increased by 100, from 130 currently to 230.
*Wildcats: compared to the white lions of chrace and the RoR
MP costs changed to 950 (from 800), Leadership reduced to 50 (from 60), Weapon strength reduced to 45 (from 50) with 16 base and 29 AP, anti infantry bonus unchanged. Charge bonus reduced to 35 (from 40). All other stats unchanged. Campaign upkeep increased by 100 from 130 to 230. As they have stalk and forward deployment, they offer far more tactical utility than the base lions and, therefore, should cost quite a bit more in MP.
*Pegasi: compared to Pegasus knights
MP cost and armor unchanged. Leadership decreased to 60 (from 65), Speed unchanged. Melee attack reduced to 26 (from 36) and melee defense reduced to 20 (from 26). Weapon strength reduced to 45 (from 65) with 35 base and 10 AP. Charge bonus reduced to 45 (from 55). Hit points and campaign upkeep unchanged. Basically, they should have lesser combat stats than the pegasus knights as the rider and his spear certainly do make a difference in combat.
*Unicorns: compared with other WE cavalry units
MP costs and armor unchanged. Leadership reduced to 60 (from 70). Speed unchanged. Melee attack reduced to 30 (from 34). No change to melee defense. Weapon strength reduced to 45 (from 65) with base 15 and 30 AP. Charge bonus reduced to 42 (from 62). HP reduced to 4,500 (from 5184). Upkeep unchanged. A good light cavalry unit with AP damage, fear and magical resistance but no reason for them to hit much harder than wild riders (elk with riders and spears). Also, should take off the encourage and immune to psychology traits.
Hope this is helpful. Keep up the good work !
Have a collaborator though who's run extensive testing and rebalanced everything. Big but fair nerf to a lot of units.
Just waiting for a chance to test a campaign with the changes before I implement them.
I still haven't tried playing with this mod myself
Lake dragon should be weaker than star dragon afterwards.