The name says it all: This mod polishes the Native troops. It doesn't add any new troops nor does it change the way a faction plays. You are still playing with Native troops, but with some badly needed changes and fixes that make sense. No items are edited by this mod, just troop stats and inventories.
The goal of this mod is to fix troop-tier inconsistencies and lore inconsistencies, while taking great care for balance. No troops are made under- or overpowered.
Download here
That file contains both the mod for Native and for Diplomacy. It's compatible with the PPOD merge and any other mod that doesn't change the troop trees. To install, just copy the troops.txt found in the correct folder to your module folder and overwrite. It's always smart to make a backup of your original troops.txt. This mod is not savegame compatible. Inventory changes will take effect, but the stat changes will require a new game.
Features
First of all: Any suggestions are most welcome, but keep in mind the goal of this mod. No major changes that are just for personal preference. It's about polishing and fixing, not overhauling.
Version 1.0 only polishes/fixes archers. An overall change is that the highest two tiers of all dedicated foot archers now have two quivers of arrows rather than one. They won't run out of ammo as quickly anymore, which makes them more viable in field battles. It accentuates the difference between crossbowmen and archers; crossbowmen get shields, archers get more ammo. This change may not sound very special, but it greatly changes the way a smart commander employs archers in battle.
You'll find that if your favourite faction has archers, you won't go looking at other faction's archers anymore. All of them are useful yet different. They all fill a specific role that fits the faction's other troops.
More detailed changes per faction:
Vaegir
According to the lore the Vaegirs are the best archers in Calradia, but in Native none in his right mind goes to the Vaegirs for archers. That has changed now. The Vaegir Skirmishers and Vaegir Archers got major stat boosts, as they were utterly useless and underpowered compared to other faction's archers. Marksmen got slightly buffed with an extra point on Power Draw, making them hardest hitting archers in the game. They do bad in the other areas though, hence they are the most "dedicated", or "purest" of all archers. This is acceptable since the Vaegir employ both infantry and cavalry capable of protecting them from melee fights.
Sarranid
Not much changed for the Sarannids. The highest two tiers don't screw around with jarids and javelins anymore, and have become dedicated archers instead. They are fastest in both ranged and melee, but also less damaging per arrow and their onehanded swords are less dangerous to hostile mid- and high-tier troops than the twohanded weapons of other faction's archers. The Sarannid Archer received some minor stat increases. In the vast open deserts their fast rate of fire is quite important, as the enemy has enough space to charge their army head on.
Nords
The combination of good armour and twohanded axes makes them the most capable in melee of all archers. The Nord Archer received a Longbow and an extra Power Draw point in exchange for less proficiency. This makes them damaging but a little slow and quite inaccurate. The Nord Veteran Archer is quite a bit more accurate though, and with it's mail armour and a new chance on a Nasal Helmet a hybrid infantry/archer. This is necessary since the Nords lack cavalry to rush to their aid should they find themselves in melee combat.
Khergits
I barely touched the Khergits for now. The Khergit Horse Archer received an extra Power Draw and Horse Archery point to make them less useless. I didn't gave Khergits the double bag of arrows, since their rate of fire is a lot slower due to them being mounted, and both their spears and one handed weapons are useful to them. Tips and comments from experienced Khergit players are more than welcome!
The goal of this mod is to fix troop-tier inconsistencies and lore inconsistencies, while taking great care for balance. No troops are made under- or overpowered.
Download here
That file contains both the mod for Native and for Diplomacy. It's compatible with the PPOD merge and any other mod that doesn't change the troop trees. To install, just copy the troops.txt found in the correct folder to your module folder and overwrite. It's always smart to make a backup of your original troops.txt. This mod is not savegame compatible. Inventory changes will take effect, but the stat changes will require a new game.
Features
First of all: Any suggestions are most welcome, but keep in mind the goal of this mod. No major changes that are just for personal preference. It's about polishing and fixing, not overhauling.
Version 1.0 only polishes/fixes archers. An overall change is that the highest two tiers of all dedicated foot archers now have two quivers of arrows rather than one. They won't run out of ammo as quickly anymore, which makes them more viable in field battles. It accentuates the difference between crossbowmen and archers; crossbowmen get shields, archers get more ammo. This change may not sound very special, but it greatly changes the way a smart commander employs archers in battle.
You'll find that if your favourite faction has archers, you won't go looking at other faction's archers anymore. All of them are useful yet different. They all fill a specific role that fits the faction's other troops.
More detailed changes per faction:
Vaegir
- Highest ranged damage of all
- Very accurate
- Good rate of fire
- Twohanded melee weapon (axes, voulges)
- Quite low melee proficiencies
- Bad armour
According to the lore the Vaegirs are the best archers in Calradia, but in Native none in his right mind goes to the Vaegirs for archers. That has changed now. The Vaegir Skirmishers and Vaegir Archers got major stat boosts, as they were utterly useless and underpowered compared to other faction's archers. Marksmen got slightly buffed with an extra point on Power Draw, making them hardest hitting archers in the game. They do bad in the other areas though, hence they are the most "dedicated", or "purest" of all archers. This is acceptable since the Vaegir employ both infantry and cavalry capable of protecting them from melee fights.
Sarranid
- Fastest rate of fire
- Very accurate
- Moderate ranged damage
- High melee proficiencies
- Moderate armour
- Onehanded melee weapons (swords)
Not much changed for the Sarannids. The highest two tiers don't screw around with jarids and javelins anymore, and have become dedicated archers instead. They are fastest in both ranged and melee, but also less damaging per arrow and their onehanded swords are less dangerous to hostile mid- and high-tier troops than the twohanded weapons of other faction's archers. The Sarannid Archer received some minor stat increases. In the vast open deserts their fast rate of fire is quite important, as the enemy has enough space to charge their army head on.
Nords
- Best armoured archers
- Very good ranged damage
- Two handed melee weapons (axes)
- Moderate accuracy
- Moderate melee proficiencies
- Moderate rate of fire
The combination of good armour and twohanded axes makes them the most capable in melee of all archers. The Nord Archer received a Longbow and an extra Power Draw point in exchange for less proficiency. This makes them damaging but a little slow and quite inaccurate. The Nord Veteran Archer is quite a bit more accurate though, and with it's mail armour and a new chance on a Nasal Helmet a hybrid infantry/archer. This is necessary since the Nords lack cavalry to rush to their aid should they find themselves in melee combat.
Khergits
I barely touched the Khergits for now. The Khergit Horse Archer received an extra Power Draw and Horse Archery point to make them less useless. I didn't gave Khergits the double bag of arrows, since their rate of fire is a lot slower due to them being mounted, and both their spears and one handed weapons are useful to them. Tips and comments from experienced Khergit players are more than welcome!