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Unfortunately I don't keep changelogs otherwise I'd spend more time writing them than modding and testing. I've been doing some 'comfort' changes to the combat, (ie,. combat rate with shield wall increased, increased whistling arrow damage, made all units concealable in woods, cavalry stick more to more realistically penalize cycle charging) as well as adding new formations to the Rise of Rome DLC units. All changes I make to this mod should be save-game compatible. Feel free to hop in discord if your interested in playing with any of us or making any suggestion.
Thanks.
I will say though, that enemy comp doesn't not look very good at stopping a broad range of threats, so I'm no exactly surprised.
Basic ladders should have no problems getting to the wall if no unit is supplementing the towers with fire projectiles.
I've done quite a few seiges by now and so far haven't had issues
@Arbiter Thel Yes I can, as I could for most other total war games, but each game have their own iteration of and depreciated mechanics, and would take alot of testing to craft the same results. I used to actually have a mod for Attila a long time ago but its hard to keep both updated to the same standard.
The problems for the true masters of ranged warfare, the steppe warriors are diverse. First and foremost, the battle maps are too small and it's easy to block flanking maneuvers. But also the size of their armies, badly affected for cavalry size unit. Solving these two and you have a legion killer machine, as it was historically. Probably to solve this is the reason because CA decided to maintain such high damage on projectiles.
You put the honey in my lips, friendly fire is more than welcomed and basically forces the player to use their ranged units wisely.
Missile infantry do run faster than medium and heavy infantry, however there are also other modifiers that go into movement, such as elevation, terrain type, and fatigue. You will have to pay attention to these affects. Terrain in general is much more of a consideration in this mod than vanilla.
If you were to approach me with a 20 stack of slingers or archers, it would be annihilated in this mod by 6-8 cavalry units, or a half stack of melee infantry. Every kind of unit in this mod can achieve massive kill counts, depending on how they are used. I've had cavalry and pike units with kills in excess of 1000.
Psiloi must reduce their damage or aim drastically, and the heavy infantry, legionnaires, hoplites and similar troops must reduce their speed movement, because their problem is that they cannot run like they do in battles and catch psiloi units.
Please.
I read the ancient chronicles of the Peloponesian War and the retreat of the Ten Thousand where the importance of the psiloi is clearly explained. The problem for non ranged soldiers is to catch these light troops who can fire and evade with impunity. That's what happened at the island of Pylos, it's what happened to the Ten Thousand, harassed all the way by archers and slingers, it's what happened to Romans at Carrhae. It's always like that, by itself the psiloi can't kill half army like vanilla and almost all battle mods do, I surveyed carefully kills in hundreds of battles and the results are clear, well managed psiloi get almost x2 kills compared to other units. That's not historical at all, and only serves to accelerate battles becoming more arcadey. Even the use of pilum was not conclusive.