SP Native Infantry of Calradia - v0.1- Released! [.903]

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Llew2

Cheap ass bum
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Infantry of Calradia

Version: 0.1
Download: Reprository

Due to the large amount of complaints about there being to many crossbowmen/archers in the Native armies, I thought I'd put together a quick mod to fix that. This mod replaces 95% of all ranged units in the Vaegir, Rhodok, and Swadian armies with the equivalent level infantry. (There are still a few ranged units in armies and cities, but there is nothing I can do about them.)

And since I had the module system out, I decided to make a couple other tweaks as well. Spears are now faster; the Rhodoks can now hold their own (a little better at least) against cavelry. I thought this change was necessary because without their crossbowmen, the Rhodoks are cannon fodder. The sight of 60 charging spearmen is now something to fear...if you don't have any archers, that is.

I also made trading a little more profitable, if you find the right markets. It is now a more viable way to make your fortune. Villages sometimes have cheap goods.

I've made Renown have more effect on the party size, although I haven't tested it to see if it actually worked properly. 500 renown should give you a party size of around 120, depending on your leadership of course.

Regarding future versions:

The feedback I get will determine what and if I do another version. Things may still need some balancing.



Change Log:
v0.1:
-Replaces 95% of all ranged units in the Vaegir, Rhodok, and Swadian armies with the equivalent level infantry. Nothing has been change about the Khergits or Nords.
-The speed of all spears has been increased by 10.
-Trading is now more profitable.
-Changed the number renown is divided by from 25 to 8.
 
I played it for one or two hours. It's not big, but less archers = more fun :grin:
 
Played this for about a few hours today.  It is entirely to easy.  It gimps the Rhodoks severly.  Swadians and Vaegirs are hurt by it but not as much as the Rhodoks.  Of course the Khergit are still great.  I don't know why you wouldn't make changes to the Khergit or Nords after pretty much removing ranged from the other factions.  If you just hold position with the Nords you pretty much auto-win against everybdoy but the Khergit.

I understand why you took out most of the archers, but anybody who simply makes an Nord/archer/horse archer army wins. 

Against the Rohdoks all you need is a steel shield, a charger, and  Great lance.  You don't even need armor or an army.

If you are going to make an "Infantry" mod than just removed ranged weapons/units entirely so the player can't make an archer army and rename it E-Z Mod v0.1.
 
Good points, PDJ. I was thinking about increasing the size of the armies (bigtime), but I don't know if that would help much. 
 
Llew2 说:
Good points, PDJ. I was thinking about increasing the size of the armies (bigtime), but I don't know if that would help much. 

Increasing the size would only help a little because melee combat is easy.  In 1v1 just block strike block strike.  In 1v2+ just put them in a line and back up and block strike block strike.  What might help is increasing the skill level of the troops melee weapons, agility, and/or atheletics.

Another thought would be to remove the charger and/or warhorse.  All the troops that use them change their horses with heavy hunters.

Edit: Maybe remove horses/mounted units.  I don't know if it that would be good, just an idea.
 
No need to do that. You've just gone too far the other way by taking out too many of the ranged units!
 
yep, OP is correct. taking out 95% as you state is a little excessive.

example. if the day was totally white and the night was totally black. you had a white horse. i can't see this horse during the day, hell, ill paint it black...." see my point?
 
I haven't played this yet but I think all that was really needed was a mod that made it so there were at least the same number of infantry as archers/crossbowmen in all of the previously archer/crossbow dominated armies. And perhaps put the infantry units higher up in the party list so they tend to get in first, if that even affects AI parties. That would have made it so there are less armies starting with over 50% missile units, and therefore stupidly standing still at the start regardless of the terrain, and even dismounting their heavy cavalry.
 
PDJ 说:
Llew2 说:
Good points, PDJ. I was thinking about increasing the size of the armies (bigtime), but I don't know if that would help much. 

Increasing the size would only help a little because melee combat is easy.  In 1v1 just block strike block strike.  In 1v2+ just put them in a line and back up and block strike block strike.  What might help is increasing the skill level of the troops melee weapons, agility, and/or atheletics.

Another thought would be to remove the charger and/or warhorse.  All the troops that use them change their horses with heavy hunters.

Edit: Maybe remove horses/mounted units.  I don't know if it that would be good, just an idea.

Try manual blocking. Its fun and makes melee combat challenging.
 
I was sort of good in manual blocking, till some new version where I never set it on. Now I suck at it. The good thing of it is that you choose who you block. It really saves you if you can get cut either by a Swadian infantry or a Swadian Recruit. Then you block the Sergeant, and let the Recruit hammer at your armor.  :lol:

This mod sounds interesting. I will download it and get myself a bunch of Rhodoks. Whatever you people may say, Their mellee owns. And now you made their spears faster, I cannot imagine why they would be fodder....  :eek:
 
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