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I have a few suggestions: I think the weapon type should have a greater imapct on MD or MA. For example: Using daggers will provide about 0 melee defence. With a two handed weapon you should have a higher chance of hitting somebody harder, but if you have your hands on a stick of a great axe, you expose your fingers...
Also I would like to see race-specific stats. Dwarfs have less reach than humans, so they should have a harder time hitting somebody. Due to their size, shielded dwarfs should have better missile block chances than humans. Goblins are agile but weak, so the have a harder time at blocking hits.
Then there are missile weapons: An average crossbow is stronger than an average bow, so crossbow units should have superiour range and bows should have less AP damage, but a faster reload time, maybe something between 5 and 10 seconds could be realistic, without affecting accuracy.
I would appreciate it, if you would adapt my suggestions. But even without it I like your overhaul.
Greetings- Andrew
Dwarves do however already have a very high missile block-chance and crossbows do more AP-dmg than bows and reload slower. They do however have inferior range and less accuracy (at long range) than bows to represent the problems arising when shooting a crossbow ballistically. Range in-game is not only about how far a projectile will go but at what range it will still be effective.
Accuracy, reload speed and damage for everything has been thoroughly tested and the most realistic feeling resulted from the parameters I use now. I tried a version with one-shotting but inaccurate guns, but it felt wrong and was less fun than in the current version.
Shield block chances for different types of ammo: I created a custom effect and made it an on-hit-apply for guns and pistols - basically, it works like the poison effect, but reduces block chance. You'll find it in the phases_tables I think, it's called "block-50" or sth, and in any case will be at the very bottom of the table. From there you can look through the other relevant tables and work it out through backwards-engineering.
Making knights switch to swords after the initial charge is sadly not possible. Well, it might be, but it would be way beyond my skills and can definitely not be achieved without extensive scripting.
Different animations are also not really possible, although you could try and import animation assets from rome2 for example and make the normal man-sized units use them. Still not sure if that would work, though. Hitting through multiple rows is also not possible, as the weapon-length parameter in the melee_weapons_tables is no longer used by the game.
Separate HP for horses and riders are possible. Mounts' HP can be modified in battle_entities_tables and I actually managed to get one or two riderless horses running around the battlefield somehow, but it doesn't reeeaaaally work.
1. entity size, edited in battle_entities_tables. But be careful, the column headings are wrong in that table. "radius" and "charge_distance_pick_target" are switched I think. When in doubt, just edit both columns, charge distance is not that important anyway.
2. unit spacing, edited in unit_spacings_tables. In land_units_tables (or main_units_tables, i dont remember) you can assign different unit spacings to different units.