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The Tiller Guns shot straight through their infantry targets 100% of the time and got 0 kills for all their ammo. I saw this against dwarves on walls in siege battles, but it might be true against other units or in other situations, but I haven't tested it.
Hellbores have no way to attack walls, they default to climbing them. This may be a game limitation.
Hellbores also do very little damage to buildings, even with HEAL ammunition. With the 100 AP damage and 50 base with a whopping +400% damage to buildings, one would expect around 750 damage per rocket, but instead do a consistent 90. Haven't directly checked the damage numbers against large units, but the building damage is VERY off.
The armored siege guns, despite being crewed by Pyrehulks, move 60% faster than pyrehulks.
Mortar muskets fire at quite a low arc, leading to issues against troops on walls, and over allies or small hills.
Additionally, Cinderbells' cinderwind shells' airburst is inconsistent based on the range fired at. When fired at very short range (such as in support of friendlies) the shells burst over an enormous area around half as big as their entire range cone. Long range shots have a more predictable and realistic dispersion. |
Also a few general Cinderwind bugs, allies inside the clouds display an "on fire" debuff despite taking no damage over time. Enemies also sometimes display "on fire" as opposed to the correct Cinderwind debuff.
I'll put this here but I'm assuming it's either unimplemented or impossible. Cinderwind does no damage to friendly units even if they have no gasmasks, such as vanilla units. Enemy cinderwind damages units even with gasmasks. And the AI empire factions REALLY like the cinderwind arbalests (like 15 in an army for no reason lol).
I've never modded this game but hopefully it's possible to add a custom faction/lord to make this distinct from the current empire roster.
The danzingers and the mortars seem to have instances of not doing damage with every other volley they fire. The danzingers will fire and there will be visible impact but no damage and this seems to happen more then not. The morter men its closer to 20/80 with every other volley not doing any damage
It could be user error but im also having problems getting the hybrid inf to properly fire at will and often find myself having to turn on guard mode and manually assign targets for each infantry piece.
The pyre hulks are amazing no bugs noticed, those things are brick ♥♥♥♥♥♥♥♥♥♥ and are integral to every army. IMO what monstrous infantry shouldve always been.
Im still only about a 100 turns into both my karl and elspeth campaigns and haven't gotten to every unit yet as i play with difficulty increasing mods and im getting my ass kicked lol.
The mod is amazing, I havent seen such a quality roster expansion since ovn released araby. As a selfish request itd be awesome if you could have a bannerman or maybe even a drummer crew that buffs nearby units. Seeing a pyre hulk with a deithland flag strapped to its back or a small group of gas boys running around with snare drums would be hilarious/awesome
but if i find anything else ill come back here
All the mods i play with are purely cosmetic or are AI tweaks enhancing battle or campaign difficulty with the exception of "armoured elspeth" "formations" "run em down" "enhanced calvary charge" and of course deithland
(minus the fume handgunners)
Shield and carbine: By far the worst unit on the roster these guys lost every single fight they got in, even against lower tier units with half their cost and no shields or infantry bonuses. I believe this may be because the front two rows are getting trapped in an animation loop between pulling out their hammer, gun or raising their shield and are only getting 1 or 2 hits in for ever 3 or 5 their enemy does resulting in them losing against tier 1 marauders 9 out of 10 times.
fusilaxes: these guys are great for their job. Theyre able to handle most calvary but struggle against the larger single entities. They won in a 1v1 against dragon ogres 10 out of 10 times but struggled against necrosphinx's and others like it which is fair seeing as necros have nearly 2.5 times their cost value.
pyrehulks fusilaxes: Great unit. They consistently 1v1 every large single entity with the exception of a few regiment of renown entities and dread saurians. They also beat every Monstrous infantry i tested. They do however really struggle with monstrous calvary like dragon ogres and lose a majorityof the time. Well worth their cost but are vunerable to getting surrounded as it ruins their spacing preventing them from having the front tanking while the ones in the back fire
Pyrehulks volley gauntlets: The 2nd best unit in the roster. They beat every single infantry unit in every roster with health to spare! Examples would be the chosen of khorne halberds RoR with armour piercing, regeneration, bonus vs large, frenzy and better stats but the spacing of the pyre hulks gives them the edge every time because melee defence means nothing when theres 12 more pyre hulks blasting their faces off in the back of the formation
Danzingers: The Danzingers had alot of issues despite looking the coolest with their trench shovels. The dan zingers would often cause so much knock back that they wouldnt even do damage. There were times however when they would send a volley through at just the right angle and they would chunk 25-50% of most infantry units health. They would also sometimes fail to switch to their melee weapons and would still use their ranged weapons even when being actively hit and this would cause them to point blank obliterate every infantry unit that fought them. it seems like the shots have to pass through a certain amount of units before doing damage because when shooting into a blob like when they were surrounded they would completely erase whatever was attacking them. Theyre also abit hard to use against most of the enemies the empire fights due to their short range. I think theyd be amazing if they had stalk to help them sneak around to flanks where they shine
Tillers: The tillers have a few issues specifically with movement, monstrous calvary, monstrous infantry and moving targets. The tillers tend to have really bad accuracy on elevation with moving targets often shooting more then half of their volleys in front of their targets feet. They dont have this problem on level ground. The other thing is that they tend to over kill single entities in monstrous infantry and calvary. They often will fire most of their shots at one entity in a stack of monstrous infantry over killing it because it died 9 shots ago lol. This makes them really bad at dealing with spaced monstrous infantry like kroxigors and can even result in a bunch of friendly fire as the shots that were meant for the entity that died 9 shots ago now slam into your infantry instead. ( i killed elspeth 3 times like this before i figured out what was happening lol). As far as movement goes if you put them in a formation two columns wide and give them an attack order on a moving entity they will actually turn their formation like a semi makes a wide turn at a stop light which takes them like 15 seconds to do. Pretty funny when i first saw it.
Hellbores: Another great unit and well worth their cost. There are some issues with their ammo. Using the airburst ammo they lost every 1v1 with hell bats, ripper dactyls, and chaos furies. It did almost no damage and they were swarmed and overwhelmed every time. The HE and HEAL rounds performed exactly as their description said. However they were a little to close in similarities when dealing with infantry. The HEAL round had about a 10 second quicker time to kill on infantry groups like saurus warriors and marauders then the HE did. You can use HEAL for everything and theres no reason to use the others so itd be pretty cool to have a reason to use the others.
Arbalests: Nothing notable. Great utility and does exactly what theyre designed to do. It would be nice if they were a tad bit faster so you could shuffle them around a bit faster to where their needed but its not necessary by any means.
Blasterykey riflemen: Theyre essentially a front line hand gunner but its also hard to justify grabbing them over fusilaxe infantry men because of the AP weapon damage the fusil axes get and because of how innacurate the blaster key is, in the 20 rounds of spearmen versus blasterkey i ran, they did extremely similar damage to the spearmen as fusilaxes did but the fusilaxes had a quicker time to kill once engaged in melee. I did 10 rounds of using standard shot and then microing them over to blasterkey once in range and 10 rounds of just blasterkey thinking i may save a few seconds on the ammo switch and i found that the damage they received before engaging in melee was the same pretty much either way with the only blaster key having done a bit less damage consistently.
Artillery
Mountaingun: This thing is exactly what the empires early game has been missing. A mobile middle of the road artillery piece that you can vanguard deploy into the woods to nail the enemy in the back while they use your ♥♥♥♥♥♥ early game no shield spearmen as a punching bag. It also has the highest number of entities. 10 out of 10
Culverines: Its a better great cannon and is an easy early game pick. nothing to crazy
Drakebiters: Easily the best unit from the roster. Its relatively cheap and does insane damage with amazing range. Two drakebiters were able to send 4 carnosaurs packing before they even got half way to their position. All of my armies have four
Auto falcons: To be honest theres almost no reason to purchase this as its the worst artillery piece. It has low ammo, overkills monstrous infantry and calvary and gets out damaged by other anti large or amor piercing artillery pieces.
Armored auto falcon: same issue as the unarmored but can now operate in your front line
as its manned by pyre hulks
Crankgun: The crankgun works great. Itd be great if it had a couple more entities so it could out compete the mountain guns by a large enough margine to justify the increased cost but as of my tests the mountain gun and crank perform relatively close with crank gun slightly out doing the mountain gun.
Armored Crankgun: These guys are awesome. It rips through an infantry units health only to have them slam into a pyre hulk. What makes it so great is its a rinse and repeat combo. Infantry gets knocke down to 20% health charges pyrehulk crew dies and repeats. Great for when your overwhelmed against multiple armors and you use them with calvary to split up the enemy army so they come at you in waves
Kneelgun: its got some weird issues with line of fire and some difficulties firing where other pieces like drake biters and culverines dont. but other wise its a good piece. If you can manage to get it on the flank and fire chain shots long ways down an infantry line itll kill enemies on the same scal as the pendulum before it was nerfed
Cinderwind Howitzer: No issues found. Great buy and worth its value. It does seem like its firing arc is pretty low for a howitzer
Cofferglare rocket battery: Great design and amazing utility. The HE bombs it fires in its short range mode burn through ammo crazy fast though.
calvalry
Chemlancers: these guys are awesome but they dont want to fire their mortars unless their sationary and in formation which can be kinda annoying when you have units that are still trapped in the infantry blob you charged into.
Chemlancers drill gun: These guys have the same issue as the danzingers when it comes to infantry. The push em around and knock them down and dont do their full damage which can result in them using way too much ammo on a low tier inf unit. on entities they dont have to worry about knock downs on though like trolls they do extremely well. they managed to route 3 groups of trolls in 5 volleys. As a side note its like a flashbang going off when they all fire its so bright lol
Thanks for the amazing mod.
Thats not the issue. Theyre bugged. They lose to every unit in melee because they get trapped in an animation cycle so they are neither dodging, blocking or attacking when engaged in melee. I spent 6 hours in skirmish testing every unit. The first 2-3 rows that are fighting in melee in a formation get stuck between pulling out their melee, raising their shield, trying to pull out their carbine and are getting hit 100% of the time. Fume handgunners perform 10x better and cost half as much
And I guess Autofalcon can be good at magdumping problematic LLs on gigantic mounts while your own lord/hulks tie it down?