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I don't want to be annoying, so, if you don't want to read my vision, it's ok.
I test new version and it's weaker than 3.1 update. With vanilla knights and guardians i can easily destroy any enemy army, almost take no damage. With this mod, seems they don't register dmg on charge, and without option to retreat immediately, they just die surrounding by the enemies. Knights are more response, but only, when you want to take them out of fight, they can't keep charging if you select next enemy close to you current, and charge dmg almost 0.
Modded grail guardians just stuck in enemy units and don't want to get away.
One possible cause is for other mods to be overriding this one. If different mods edit the same units then you might be using incompatilble mods. Could that be the case?
You are absolutely right! It has been a long time since I last updated this mod.
I just released a quick fix by erasing the table that meddles with horse scales. Hopefully that would avoid the conflicts.
I will try to take a proper look into the scales during the weekend taking into account the couple things you just mentioned. Thanks for the suggestions, I really appreciate it.
Just zoom in on the models, and you'll see what I mean.
None of your units use the default "wh_brt_warhorses_barded_faction_colours" variant, so you might want to remove it and any other values from that table you aren't using, since some mods still do. And this can lead to conflicts.
1. In unit_attributes_to_groups_junctions_tables, rows 3-6, the "encourages" and "strider" attributes are repeated on Grail Guardians and Grail Knights instead of (I presume) each getting both traits; Grail Guardians are given "encourages" twice, and then Grail Knights are given "strider" twice.
2. In main_units_tables, the "Num Men" column, Grail Knights are set to 30. Is this intentional? It's much higher than the unit size in the picture, which shows the same number as Grail Guardians ( set to 18).
3. In land_units_tables, the "Num Mounts" column, Grail Knights are set to 24, while the other units' figures match the "Num Men" column from main_units_tables (18, 6, 12). I'm not sure how this affects the unit (calculating HP?) but figured I should mention it.
Can u make mods for Blood Knights and Dragon Princes too?
Maybe if you tweak around the load order you mange to keep the "attack speed boost" for all units in the game and the better Grail Knights at the same time. In this case the difference would be that GK would be fighting at vanilla speed...
"melee_weapons_table", "projectiles_table".
So I guess these 2 will not be compatible after all. I really like both mods, so sad.
When I activate this mod with the other mod called "Attack speed boost only", the change in base damage, armor-piercing damage and bonus vs infantry or large for the 2 units get disappeared while the rest of the change remains.
Would you mind kinda fix this compatibility issue? Thanks!