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Raportează o problemă de traducere
I'm pleased to hear you enjoy the Logichammer collection!
I will update everything soon after May 12th, as I am currently ending an academic year at university.
I'm very busy and haven't had the time to update the mods, as much as I've wanted to.
Stay tuned.
As for the speed of units, I hear you, but that is beyond the scope of this mod. To ensure this mod remains compatible with, more or less, everything, it cannot affect tables like the ones that would affect unit speeds.
is 7 minutes to exhaustion not a bit unrealistic? as in way too fast?
one issue I have with vanilla is how fast units move, it's like they're sprinting everywhere. Slowing them down could make battles more interesting and tactical imo
The good news is that after I modified the two data points you proposed, another MOD has successfully restored its function. Thanks again for your help
If you want cavalry to send units flying, change the entries which contain something like "_knocked_flying" and _knocked_down" to their default values (check the base game's data.pack).
refusal_chance_vs_charge_reflectors
refusal_chance_vs_pike_phalanx
It's my pleasure.
Thanks for the help. I'm slowing adding to it as I learn more.
I have been playing around with a lot of other things, and that will become a new mod, but with time. I've a lot of university work to cover, so won't have much chance to work on anymore until Christmas time.
I'll lend my aid when I can to that spreadsheet. It's a nice idea.
https://docs.google.com/spreadsheets/d/1vQJE-U5LJD1YpXvsBO40VaKw3wev7tfzZOQLq8G93cw/edit?usp=sharing
https://steamproxy.net/workshop/filedetails/?id=2862594307
There is some cool things he does there that you might be interested in. I want to kinda do a combo of various tweaks that I like, eventually.
That is interesting. I have no idea what calculations are being done behind the scenes, but I'll look into auto resolve tables.
Regarding the unit_tierX_kills, the higher the number, the more kills the unit needs to activate that ability, meaning it takes longer to use in battle and therefore weaker.
I copied both your table and radious in a spread sheet and compared them both side by side. At first I removed your table from the mod and I had a save file with a battle. I noticed that the AR gave very different results. Through a process of trial and error and alot of reloads, I found that this field was the one that was causing the difference. What's also odd is it affects the lords/heros the most. They would lose 90% of their HP! It doesn't make sense to me at all.
Okay so these fields were higher than the Radious ones and didn't know if I should reduce or not. So these fields make the RoR unit abilities stronger?
So long as you link this mod in your description, with appropriate credit, sure thing.
Are you certain the melee attack interval is changing the odds? If it is, I did not know it contributes. Have you tested changing intervals in vanilla too? melee_attack_interval is a fixed amount of time before a unit can start another attack after its animation ends. It allows units to attack more often being set to 0.1.
The unit_tierX_kills is a designated threshold of kills for certain abilities: Exalted Bloodletter RoR 'Hungering Blades' and Vampire Count Black Couch (Black Scythes).
I've been playing around with this and Radious and there are some conflicts and changes that need to be made to play together. I will eventually make a submod of this for Radious and let you know when it's ready.
There are a few questions I wanted to ask you. In the _kv_rules_table there is a field called "melee_attack_interval" and for some reason this being set to where u have at .1 it is causing the auto resolve to be like 4x worse than the values Radious uses at 4. What does this field do and it's very curious that it affects the Autoresolve so drastically.
In that same table, what does "unit_tier1_kills/unit_tier2_kills/unit_tier3_kills" refer too?
Let me know if you need to to explain what I had to remove for the submod to work. Still in progress.
It's also worth mentioning that mod load order and mod managers appear to have no bearing on which mod overwrites another. What matters is the name of the table file inside the mod. Mine takes precedence over those other mods, I presume, because of the table file name.
I prefer to use ones that make veterans "better at their strengths" but no matter what I do, what load order or even using Mod manager, it seems that if this mod is active it overwrites all others.
The biggest issue being that it makes Ranged units not gain things like accuracy or reload speed, which the Veterancy mods I like do give.
https://steamproxy.net/sharedfiles/filedetails/?id=2789984445
To be honest I don't understand fully how visibility works in this game; is it set for unit types or is it an individual attribute? I don't know if changing it would be as "lightweight" as your mod vibe.