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CA years ago rebalanced attack and defense values to deal with it, so technically speaking, if you're running Kingdoms, the bug is already "fixed," in terms of "proper values." That would mean that if you run Retrofit Mod, the base game will have the proper values as well.
But yeah, in the true sense, the bug will remain no matter what values you give, because it has to do with animations and formation behavior. Pikes and halberds, for example, will still be functioning way below par, no matter what values they have, because pikes will still drop their weapons when they get mixed with enemy, and halberds will still take too long to windup attacks.
Some mods tried to fix such issues by forcing such units to never switch to secondary weapon, or buffing the defense of units with big windups. The thing is though, this just creates new imbalances in other areas, so the root of the problem never is actually rectified.
You can get Retrofit Mod to give the base game the same values as Kingdoms expansion, but like I said, if you start messing with the values too much to try and fix two handers, you'll just end up with other stuff being out of whack.
2handers can be devastating if you get a rear or flank charge with them. Most of them will have 'effective against armour' so if you can get them in behind armoured knights (mounted or otherwise) they will get their armour piercing attacks in and the enemy won't be able to respond so their bugged animations are less of a factor.
The full story for two handers:
The vanilla grand campaign with respect to 2 handed units has both a stat balance problem and an animation problem.
2H swordsmen and halberds (Transylvanian peasants etc) don't have slow animation problems at all, if you give them Dismounted Feudal Knight stats they will perform like DFKs. Their stats are just garbage compared to 1 handed swords, HRE Zweihander is 14/11 vs DFK 13/21, no contest. This is further exacerbated by the defence skill parry effect, which 1h swordsmen have silly amounts of https://steamcommunity.com/sharedfiles/filedetails/?id=915217775 so you will just have to edit their att/def in the EDU, individually.
Two handed axes and polearms (billmen?, dismounted English knights etc) have slow animations. The quick fix without quibbling over stats is to change the soldier model in the EDU to a 2h swordsman unit, e.g.
type Varangian Guard
...
soldier Zweihander
and they will use 2h sword animations (potentially looking quite silly as they stab with a flat axehead). They might feel overpowered.
You can access the EDU after unpacking the game files/downloading bare geomod (if you insist on editing vanilla yourself it's worth getting bare geomod).
Kingdoms is in a better place in this respect, two handed swords are fine, polearms/axes should be fine enough after changing the soldier entry. Get retrofit as Mile recommended and then change soldier entries if you want that balance in the grand campaign.
Without changing anything, the really cheap 2 handers (woodsmen etc.) can be sandwiched with a more normal infantry unit. This prevents them getting stunlocked as much so they will have the time to attack and get kills. Don't expect them to be better than another unit of 1 handed swordsmen; they can be better than nothing at all though.
I am not saying either is comprehensively good, the Real Combat formula is the starting point for decent mod EDUs, with reason.
DIY has its advantages...but some of these mods have been around for almost fifteen years, and they have put in the work, so you don't have to.
Stainless Steel in particular changes so much of the vanilla game for the better that it's not even funny. Not only will units work better, but the added campaign mechanics and immersive production value make the vanilla grand campaign pale.