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Speaking of separate mods, it might be worth looking into setting up Mod Configuration Tool settings in your mod to enable/disable specific units from being recruited on the campaign map. The Expanded Roster or any of Graetor's unit mods should all give you examples of how to properly set something like that up.
It would allow someone in my circumstance of having more control over the kind of units AI armies are recruiting, and would also allow someone who might not want to play with or against the hero units added by this mod to personalize their campaign that way.
Skirmished against an auto-generated Kislev army, I'm wondering if my ballista are a bit strong for their price in my list. I might bump up their cost maybe. Anyways, I had two units of ballista almost destroy a custom tank before it could finally disable their guns, brought it down to 35 hit points. I was expecting to lose the tank, and the battle.
the mad lad had other plans
Thanks to AI being too stupid to not shoot at the impenetrable front shield, it hung on to those 35 hit points like a honey badger on a lion's unmentionables and proceeded to MASSACRE everything in front of it while my remaining line and back line infantry supported it, keeping everything away from its vulnerable sides and rear.
Thanks you
Increased hit points of Riflemen a tiny bit and Musketeers a lot. Musketeers should be able to withstand an amount of ranged fire now. Musketeers didn't have the hit points to justify their role in a battle line and their absence of DPS, and accuracy. Riflemen can maybe tolerate being in melee for a while, but still fold under fire.
Touched up elite units (Guards, Foot Knights) hit points, they kept getting burned down first (still a problem, just maybe less so now) in Skirmish. Foot Knights especially got a melee glow up.
Grenadier damage was comically bad. Increased it, and added a contact effect that reduces accuracy and reload speed. Their role is to cripple enemy ranged units so line infantry can hold against melee infantry a little more safely with ranged being their intentional weakness, giving a bit of synergy.
Once upon a time I had them with different ammo types, but an update kind of broke my ammo type setup and I haven't figured out how to properly implement it yet. They could switch to long range projectiles with a slowing debuff, AoE that reduces effectiveness of shields and armor, and a "siegebolt" that was slow, very short range, and awkward to use on anything but a gate to bust it down or a monster to obliterate it.
So I'll be tinkering with them from time to time when I'm in my packfile.
Outriders, though, are Large and much faster, so naturally more versatile (and they have the added benefit of being cavalry, which can displace enemies through charging them).
I’d like to see some bound spells, or maybe a magical aura or something to make them stick out as a more defensive alternative to outriders. I’d also point out that for frontline aoe support, they’re now competing with the other Grenadiers as well.
I wonder if I really want to rebuild them for this or just rename them?
another thing I thought could be worthwhile is granting them 360* missile block, with a 20-35% missile block chance. This could help them a lot more with surviving archer volleys, whilst on the move.
Alternatively, and maybe little more thematic, giving them forward-facing missile deflection in a ~70m radius could allow them to actually battle archers head-on instead, but open up their flanks to ranged units if they're positioned poorly.
or... huh, idea. I could experiment with the shielding mechanic that Tzeentch units use.
Upping their AP damage sounds like a good place to go as well. A single target damage burst to drop on a high value target with some limited use resource sounds like an interesting and appropriate thing to suit them up with.
regardless, this mod is absolutely going into my quintessential unit mod picks, I don't think I'll ever play an Empire game again without a line of infantry and carbine cavalry!
(ps, the ranged units in this mod pair very well with the Empire Dwarfs of the "Dwarves of Legend" mod, the human riflemen can shoot right over the dwarves into the enemy)
Their role is also contested pretty heavily by Outrider Grenadiers, who can accomplish the exact same task but faster, and for much, much cheaper.
Other AoE ranged units also outclass them in DPS, and other places too, such as displacement (which the skirmish mages lack entirely) or contact effects.
I can't suggest much outside of maybe increasing the number of models in the unit to compensate (with the exact same stats as now, it'd push their DPS over their competitors'), or increase their range and increase their AP explosive damage (whether for more total dmg per projectile, or shifting 36 base/9 ap to 26/19).
Fortunately, I'm actually getting a proper return error so I have a better idea of what to look for.
There we go, we should be up to date and it should be operational now.
Are you kiddin me you are a chad
I finally got a solid state drive. Hopefully I can get sort of back into actually playing this game without loading in and out of campaigns and battles taking 15+ minutes
And the Repeater Riflemen seemed to have been using the wrong animation set. Having them fire in six round bursts was funny, but they seem to just burn through ammo magdumping on dead bodies.
Should be working now.
I see the crash. At least I get a detailed error report now. Okay, I can look into this.
@Helion Have you tried Resubbing?
Being unable to check myself in game leaves me potentially in the dark on some things.