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Some other folks testing have mentioned that these Slayers perform better at low/single entity match-ups (e.g. Lords, Mosnters) than vanilla Slayers, but in exchange they're no longer suited for chariot and cavalry match-ups (the entire unit basically gets knocked down in a cav/chariot charge). I feel this fits their lore better, but they no longer fit the tar pit style of the original Slayers.
I'm going to experiment with 24 slayers instead of 12 and see how that works out. I'll just pretend the End Times have created a lot more Slayers.
It causes battles against dwarfs to be very drawn out.
Its odd because looking at the stats you wouldn't expect them to last so long.
one more thing, have you changed the recruitment and upkeep cost for the units in the mod? Are the stats shown in 4th picture everything that you changed?
https://gtm.steamproxy.vip/ugc/778474066232040976/ECFBBF7FFB0843DAB99B17CDBF510E90B8F01DFC/?imw=637&imh=358&ima=fit&impolicy=Letterbox&imcolor=%23000000&letterbox=true
What am I doing wrong? Can you help me out please or point me to the right direction, I would be forever grateful :)
and sorry for 2 posts, it's because of the word limit
So I wanted to change the stats of radious slayers unit by the same % you did in this mod compared to vanilla. The thing is I am new to modding and I have never done this before and there are very few guides on how to do a compatibility submod.
The question is - How do I create a mod that requires 2 other mods to work?
What I did is I've tried editing radious_total_war_mod_part1.pack with pfm,
changing the required tables that Slayers of Karak Kadrin II mod changed:
*land_units_tables*
*main_units_tables*
*melee_weapons_tables*
and deleting al other tables keeping only 3 mentioned above
Then renaming the data__ and then changing name of the pack and then saving it
Here is the screenshot with what I ended up:
https://i.gyazo.com/30ce095952df260b52a8a8b7c3cc1102.png
They're still soft targets and due to their reduced model count, they're poor at holding off superior numbers and are prime targets to light missile fire and anti-infantry.
this is what I wanted
I'm gonna tip you so hard
stupid launcher broke again
pretty great mod, making Slayers what they should have been in the first place, a monster anti-monster unit
great mod a small correction though
AL damge is partly non AP but also AP depending on the ratio AAP damge to non AP damge