YourStepDad said:
Sir Integra Hellsing said:
Has anyone faced against the Dark Knights?
I need your thoughts on them since I had major balance issues with them and it has taken me several months to finally put them into shape, to be very strong but certanly beatable.
Screenshots would be wellcome, I will too post some screenshots soon, I plan to do a Elite Troops Summary, and all the factions' troop trees.
They are absolutely massively overpowered and are among the few things I dislike in this game. They are PoP level of imbalanced at it's worst. Their troops simply need toning down, and their parties also need to be of reasonable size (100 - 150 at most, even less)
I'm also not a fan of how you handled them style wise. The inclusion of undead, and especially the grim reaper cloaked ones feels over the top and out of place, unlike your other changes. I personally preferred the dark knights of the regular Native expanded far more. Their lordly armors and some soldier armors seem far too over the top.
Also, a bug I've noticed - Balgruuf is often referred to as a woman in companion dialogue, as well as a few other companions I can't quite pinpoint right now.
Also, why have Khudan and Reyvadin switched names?
I appreciate that you like the mod, of course there are things that some people wouldn't like, as you said with the Dark Knighs for example. For me they have been a problem for a long time to make, if I could sumarize all the things that were utter strange in their behavior once the game starts even after all the things you said, you will understand me why I havent touched them for a long time since in this state they behave like I would want them to be. They were even stronger in the previous versions of the mod, and in this state they are the weakest. I have intentionaly made them OP level in strength but they have other serious flaws which no other armies have. First, no ranged troops. Some of their Infantry carry Ebony bows but those bows are very weak in comparrison to other ebony bows, and their 8-unit arrows are weaker than broadheads and are unlootable. Second, many of their troops dont have a shield, and for those that have it, If you look at the stats of the shield, it's actually pretty weak. Third, none of their Cavalry have lances. While this can be both a strength and weakness, You as a player can destroy them with a Dragonlance while they can do nothing to you from that range. And fourth, they are very slow on the move. A light armored character with a halberd can fight off their infantry no problem. Anyway, the Dark Knights are suposed to be fought with top tier nobles and elites, anything lower is almost useless. And even then, the choice of troops is still very important. Some troops like the Dragoons and Hitmen which are OP level for normal troops, are very weak against dark knights.
The undead infantry have just been a short idea and I decided to put them to test. If many people dislike it, I will change it in the next update, on which I have been working for a few days now.
The reaper-like enemies are Dark Knight Elites only carried by Gwyn, and I simply couldn't think of a better Elite Dark Knight for now.
Balgruuf was in fact a female companion as you can remember from the original Native Expansion. I can't remember which one it was actually since that was changed amongst the first things when I started this mod, but I will recheck his dialogue files, I have forgotten this. And on the subject of women, You may have noticed that most of the female troops from NE have been replaced by male ones, or comletely removed, women aren't supposed to be used in warfare like that, it just doesn't make sense to me. One of my friends that is listed in the credits told me about that and convinced me to change it.
And Khudan/Reyvadin... I really Can't remember. Same with Jelkala being called Almerra i presume. But I think that when I started the mod, I changed the Cities to better fit their monarch's title, can you remember High Prince Yaroglek of Khudan (his city was Reyvadin, now Khudan) and Graveth was listed from Almerra (Cant remember how he was called in NE, now is Consul)
However, since Yaroglek is no more, Replaced with Old Iron King Havel, I can return the cities as normal if that's a problem.
I'm glad that people at least play this mod, but much more I like constructive critisism so keep up with the good work
Edit: I already submitted the mod for the subforums but it still doesn't meet the requirements