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Put this mod earlier in the load order and try it?
As I said though, this is no longer a problem, I've addressed this by adjusting projectile mass accordingly and now the knockback is the same as the base game.
Why is this an issue?
It does make the bullets faster and therefore slightly more accurate yes, but still not so fast that they cant be dodged by really fast units that could already dodge the slower bullets.
There was an issue before where knockback was increased but that's been fixed. Might be slightly harder to dodge projectiles, but most fast units that could already move out the way of bullets basically still can.
I think when I update the mod after 5.0 I'll take the mass down to a quarter, then if it seems like knockback is reduced from base game I'll take it up to a half in a future update.
If I may ask anyone who is good with physics, if I'm doubling velocity then surely I should cut the mass in half rather than a quarter? If I was making the force calculation I would use f=ma, because thats basic and simple for me, so do we think CA would use the same or a more complex calculation, which scales the knockback froce exponentially in some way? Which is why I assume a quarter is being suggested rather than a half.
I haven't noticed this personally as I normally use musket units to deal with large entities to which physics is irrelevant. Don't expect an update soon as I've slightly fallen out of love with this game and updating all the units projectile force would be tedious, for now its just something you'll have to take into account if you're using the mod.
In terms of balance, assuming what you report is correct, I don't think it "ruins" musket units as much as it changes how they can be utilised. Having higher knockback force can be disruptive to enemy formations as well as delay advances, and as I said it makes no difference to countering large entities.
I think the mod is still perfectly usable for now to anyone else concerned about this.
I've tested this a bunch in the last half hour and when this is enabled, a lot of entities ragdoll, but the damage the unit takes is less, and the casualties are *way* less. Empire swordsmen charging Chaos Dwarf fireglaives take about a quarter health damage and lose 0-4 entities before melee start with this mod enabled. Without the mod enabled they lose about 1/3rd health and 20-30 entities.
Lovely idea. I wanted it to work, but unfortunately it's not working out given the physics of the game.
However if that's something you want in your game, you could always change the values yourself, its surprisingly easy! I made this mod because none like it existed and I knew absolutely nothing about modding before I started. After watching one 10 minute youtube tutorial I able to quickly and easily make this mod, because any mod which just changes values is very easy to make. I recommend looking into it, its not as much hassle as you might imagine.
For you and anyone else with issues like this, the only thing I can say is try and move this mod earlier in the load order so any values from SFO or whatever are prioritised and hopefully the muzzle velocity from this mod is not overwritten. If it is overwritten however, I don't see what I can do about it, sorry.
Perhaps that's the reason why every mod that changes bullet speed also messes with game balance, because the creators thought changing speed was too simple on its own.
CA already screws us enough with how buggy guns are
Just to be clear, this mod does not affect damage, and should not affect accuracy to any meaningful degree.
In the early age of gunpowder the closer you are the better the damage done to your enemies
20m vs 40m the damage done will be so different that you will be shock
Total War do take accuracy into account though