Steam 설치
로그인
|
언어
简体中文(중국어 간체)
繁體中文(중국어 번체)
日本語(일본어)
ไทย(태국어)
Български(불가리아어)
Čeština(체코어)
Dansk(덴마크어)
Deutsch(독일어)
English(영어)
Español - España(스페인어 - 스페인)
Español - Latinoamérica(스페인어 - 중남미)
Ελληνικά(그리스어)
Français(프랑스어)
Italiano(이탈리아어)
Bahasa Indonesia(인도네시아어)
Magyar(헝가리어)
Nederlands(네덜란드어)
Norsk(노르웨이어)
Polski(폴란드어)
Português(포르투갈어 - 포르투갈)
Português - Brasil(포르투갈어 - 브라질)
Română(루마니아어)
Русский(러시아어)
Suomi(핀란드어)
Svenska(스웨덴어)
Türkçe(튀르키예어)
Tiếng Việt(베트남어)
Українська(우크라이나어)
번역 관련 문제 보고
I guess I wasn't thinking thoroughly before, but the mod doesn't just change reload time. It also changes *accuracy* to make them more of an area effect, so I couldn't just do away with all the changes and adjust reload time only in the main effects, because then they would be too accurate still for my tastes. I recall that my primary intent was to make the accuracy more realistic, and so since I had to change the projectiles, then I may as well change the reload times there too (so I guess I didn't look around for some other way to do it, since I was changing the projectiles anyway).
But it sounds like a good opportunity to try a minimalist "rate of fire" mod, if you wanted to.
"wh_main_effect_force_stat_reload_time_reduction" Is a global one, so you can do that at -50%,
Then use "wh_main_effect_force_stat_reload_time_reduction_artillery" at +50% to turn them back to vanilla, and "wh_main_effect_character_stat_reload_time_reduction" if you want lords/heroes to stay at vanilla as well.
"faction_to_force_own_unseen" and "faction_to_character_own_unseen" also makes them apply without being shown in game. Caveat is that the damage stat on affect characters is red as if they are debuffed.
The other issue is that there is a Longer Battle Mod, and an Extra Longer Battle Mod, and I chose a reload rate that works with both (splits the difference between them) and if a reload stat penalty (in the difficulty) was lowered so that it doesn't penalize artillery so much, then it consequently wouldn't be a great rate of fire for both mods. There isn't an easy answer there, unfortunately.
Also, too bad why most of the unit mods have to add their own unique projectiles, but oh well - you might consider altering your own "expanded units" table to the projectiles, which modifies the ones used by the mods, perhaps, but it would take some effort.
Side effect here being it would also touch on Artillery as well.
That said, this mod is a requirement to play with longer battle mod and higher unit sizes so thanks for making it!
about the axes i talked because in vanilla they had lower cooldown time like 8 seconds vs 13 from guns and crossbows.