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Rapporter et oversættelsesproblem
I have also updated archer fatigue to work again, nerfed the throwing tower rocks and flaming pots in this version.
https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3358968242
I think it's earls projectiles "Realistic Ranged/Missile Unit Overhaul for 1212" or the inf one, its in one of the projectile db tables.
The 1 turn build times is only for fun/gameplay, since units still take default build turns its okayish for combat balance and the fast building helps not waste time idling defence armies or getting in gross micro death loops when ai likes to attack and not commit. (I did end up using above mods for less siege battles but dont know if either works)
If you want some head cannon the one I use is just thinking of it as the same as the damage building repair over time mechanic, its not real life 240 turns if 4tpy, but the cost is a cumulative indicative cost of saving up money and craftsmen to then build it.
Which of the 31 listed mods above is the one that make the siege towers so strong? Its a bit over kill imo
Also, whats the thought behind 1-turn build times? When certain units take a few turns to build. Building a medieval cathedral would have takes decades or more IRL
campaign_difficulty -1 will make armies more defensive but I there are some implications with diplomacy.
What has your early/mid/late-game experience been like?
Do have a play with the charge distance values in the Battle entities tables, maybe the unit radii too make them smaller maybe together these will make inf charge directly into the enemy instead of as a formation.
if enemy only builds levies and enemies have no chevrons
If enemies don't attack defended cities/game is too easy change
AppData\Roaming\The Creative Assembly\Attila\scripts\preferences.script.txt
campaign_difficulty -2;
battle_difficulty -1;
Better camera around walls change to debug camera:
default_camera_type 2
There are hardcoded changes in charge behaviour between broken and fighting units (you probably want to mimick the free flowing behaviour of running down broken units) so to do this you might want to extend one of the charge distance values... you will reach a hardcoded air wall distance however as the system is archaic. There is probably a solution like Earl's to this where the unit changes to a different entity at the end of the charge to keep moving instead of hitting the air wall - but there is consideration to what bugs arise like stuck in charge animation, dying to pikes behind the unit, morale flanking breaking, the models which did not hit the air wall performing badly, units going at super speed to go back into formation etc. - good luck with your submod of a submod of an overhaul!
Light cavalry is quite loose and is best against units out of formation + chasing broken units, Heavy cavalry is quite close together and has the mass to smash unbraced formations from the front,
But if you are asking how well the cavalry maintains formation then they need some micro as they have large personal space when out of combat and large turning circle needing time to form up before a big charge.
Earl made cav Battle_Entities_Tables almost parametric with each part of the charge with different mass speed etc its very advanced and but can feel too fast.
Unit counters more important: plate armour axemen can 1v1v1v1 etc 10 times in a row, archers can do 0.1 kills per archer with all ammo, or 15 kills if up close and behind, shields can hold an enemy for 10 minutes.
some merges as this is the mod I use might not be for everyone like 1 turn building build or small deployment zones, if 10 people comment they care I will split it to just the combat and animation changes.
no shield means very vunerable to missiles.
peasants/weak cav sprinting into polearm = instant death. Heavy armoured with shield will stumble and lose like half hp on the front few ranks.
The high values mean all the blacksmith upgrades, 20%+ armour character items, +6% melee attack/defence are like having 2 extra units in a 20 stack army as opposed to like 2% increase like having 40 more men in the 4000 man army.
Morale:
Units flee and comeback
Exposed both flanks - like losing 1/2 your men (40 morale) most units rout - extreme bad
loss of captain - very bad
Cav attacked - scary -10%
under arrow fire - 5% bad
charging - 20% bad - scary to charge
once in frontal combat - 20% good
Killing enemies quick (usually when flank charge) very good - 30%
Winning combat - 20% good
To make combat more gameplay system driven, more focus on morale superiority, positioning, armour, unit type, flanking and weapon type. lethal missiles but high shield block and armour negation
Armour x10 buff
Weapon normal damage 10x (AP unchanged)
Shield defence x10
Missile damage x10
Missile block chance 100-((100-{x})/5) -> block chance 80% to 99% with some pavise inf in stationary block formation can block all arrows from front when stationary
New animations allow 100% matched combat (more stable) with Rome 1 style stab, shrug, block reactions while not feeling like 100% matched combat.
New animations make units stay in place which can result in some units pushing others based on attack frequency.
Most combat anims is 1vMany with lighter units dripping around the sides of enemy. This gives better hit chance.