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But certainly there is always room for improvement and I will keep it in mind.
In other words, it just behaves differently altogether - and I am 100% not of the mindset that the original melee/charge behavior in the base game is a good thing.
I don't not agree with raising HP, because this solution is messy and requiring editing unit data, which immediately makes it incompatible with unit mods.
I just wanted to mention something about the 30% melee max hit chance in your mod. It seems to disrupt the efficiency of charge attacks since charge boosts both melee attack and damage. By capping melee hit chances at 30%, it significantly weakens melee combat, which unbalances the game especially since the vanilla setting is 85%.
To avoid breaking the game, I’d suggest considering an increase in health (like Radious' mod does, for example) to extend the duration of battles instead. That way, you can still balance things out with fatigue and munitions management.
Good luck with your mod.
Have fun!
I cant play the game without this mod, now I can enjoy viewing individual fights and Im not in a rushed click fest.
10/10 mod
I feel that range units are a bit weak, are there any plans to buff then just a little bit to maintain the balance?
Thanks
To override the tables, they must have a lower alphabetical order than the ones you want to replace.
I'm currently trying it with Agony, with very good results so far.
Had to edit the db names to overrides Agony's parameters with yours though.
This is why I haven't adjusted anything in this regard at this point, because I think it might make them too powerful with their increased mass, and I think most of the problem of them being killed off is because people try to keep moving them to disengage, and like other units doing this, this is when the losses occur (like when trying to tell an infantry unit in a melee to disengage, you will lose quite an number of men).
Thanks, yeah I try to be very descriptive with the notes. I guess you found the answer there.
Hmm, yeah reducing their radius might let them squeeze through the enemy formation better. Another way to do it would be to use the Z offset, which they originally had but removed.
I am always tinkering with the chariots, so I might try things like that out at some point. However, keep in mind that chariots have a 50% lethality, which is one of the highest ratings of all units, so it actually is advisable to leave them 'stuck in' the enemy formation and let them melee for a while, which wasn't the case before. Because of that, I had been reluctant to do anything with allowing chariots to plow through enemy formations on anything other than mass comparison.
(continued...)
Deaddly Chariots mod reduce radius to increase breakthrough, would this help with chariots disengagement?
Don't get me wrong, I find them well balanced already, high risks high rewards.
I wonder if it's possible to improve their ability to disengage, if they get stuck into enemy formation they are basically lost.
Yes, it should work fine with modded units, as long as they use the standard projectiles (I don't see why they wouldn't). In the worse case, if they don't use the standard projectiles, then it will just be that their projectiles work more like the standard game, which might be tolerable (I guess you just have to try it out and see).