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Rapporter et oversættelsesproblem
However, based on the fact that it increases their weight and ground speed it will help them get out more often, since like horse cavalry they will (more often) have the weight to push their way through the infantry to get themselves space and speed to leave. Even if it doesn't help with how derpy they get.
Does this mean that when I have a bunch of hawks that have been given an attack order that are still flying in circles around the enemy have not engadged in melee? Since they apparently have to land to melee. (happens when I tell a lot of hawks to attack one unit)
The Submod: https://steamcommunity.com/sharedfiles/filedetails/?id=2879632248
Make sure to give thanks to szzsjoe for his Original mod. His units work flawlessly in this mod and are of course some of the best High Elf Unit choices you can make.
His mod can be found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1175729451
So as you can see your Unit is in the middle of an action, still has to turn to face Goblin 3, Attack Goblin 3 and then still have enough Clearance and forward momentum to execute his flight animation for the retreat order you gave him.
Question 2:
Also does this help with the issues they have with disengading from melee? (Almost never get all the hawk riders back into the air when I tell them to evac:
Answer: No, because this is not controlled or affected by the above changes, excepting that the units now have more forward motion speed and charge speeds which can allow them to escape groups a bit better. However the hawks are not disengaging because they can't, their animation to take flight requires a specific amount of speed and distance possible, and if they are surrounded on all sides this is not possible.
The order of priority is based on a Queue of orders given and or actions taken.
So like this:
Goblin1 Attacks Hawk
Hawk Attacks Goblin1
Goblin2 Attacks Hawk from behind.
Hawk turns to face Goblin 2.
Goblin3 Attacks Hawk from the side.
Hawk is now Attacking Goblin2
and then you issue a retreat order.
Question:
Is there some multipliers involved that cause flying units to not be as fast as thier speed values would make them seem? Is something else at play? Or is it you didn't edit anything on the stat sheet except speed?
Answer: The only limiting thing would be animations, because those are controlled completely separately from the Walk/Run/Flying, however I can tell you without a doubt that all flying Units in the game are MUCH faster using this mod. Dragons are faster using the "I Fixed Dragons" mod.
This mod edits these parameters:
-Walk faster
-Run faster
-Charge faster and initiate the charge further out to build more speed.
-Select targets quicker
-Turn/change direction Faster
-Fly Faster
So one thing I was curious about with both this and your dragon mod is you say you made them faster, but didn't change there stats (speed):
Answer: Speed is not a battle stat, like Damage, Melee attack, Defense etc.
Speed on the Unit sheet is determined by the Walking/Running field, Speed does not affect attack or damage output in any way, except for the fact that the Unit can get to a location faster.
So walking can be 1-5 lets say ( although I could make walking just as fast as running if I wanted too) measurement of movement is actually taken from the highest number, so if you set walk to 2 and Run to 10, Speed defaults to 100 (10 x the Run Number) but if you set your unit to walk speed during the battle their speed is now 2.. However this does not account for flight speed. Flight Speed is it's own measurement, as Flying units have three fields for movement, Walk, Run and Flying.
Also does this help with the issues they have with disengading from melee? (Almost never get all the hawk riders back into the air when I tell them to evac.)
https://steamcommunity.com/sharedfiles/filedetails/?id=2879125233