Maximilionarie said:
jacobhinds, how will be your take on firearms(slow/fast reloading, accurate/inaccurate, damaging/not-as-damaging)? As with too many mods, I feel like firearms end up being inferior to bows, mainly due to horrible accuracy.
Also, correct me if I'm wrong, you mentioned that some factions will rely on using swarm infantry with poor morale, while others will have highly professional armies that are slow to train and expensive. To further simulate that, will you edit how many 'slots' (if that is even possible to mod) certain troops take on the party size? Example: a highly professional cavalry unit taking 4 party slots instead of the usual 1.
And I'm really looking forward to sieges that doesn't consist on going up ladders and swinging melee weapons wildly, hahahaha.
Firearms differ quite a lot, and some of the higher tier (and late game, but thats spoiler territory) musketmen have almost triple the effective range of some of the out-of-the-village ones. It's (i hope) balanced at this point, so that you get what you pay for in terms of firing range and accuracy. Even so, you'll still need a large number of them regardless of skill if you want them to turn the tide of a battle.
Regarding bows, even the worst muskets outrange bows by enough that bow factions can't just engage in a line shootout with you. The range is also such that on flat terrain, a musket line will usually defeat an infantry line of equal size if they start far apart.
Regarding damage, you can quite easily kill an unarmoured man at point blank, but horses or soldiers wearing almost anything will take 2-3 shots. This means that cavalry don't get mowed down, and you won't get 360noscoped from across the map because bullets slow down by quite a lot at distance.
Regarding reloading, it takes about 10 seconds (maybe more) to reload. I was cosidering making it more, but then it makes then a one-shot deal in most battles, especially since the ai tends to shoot at the beginning of a battle regardless of how unlikely they are to hit anything. Musket skill tends not tp affect this time much, with the main advantage of higher tier soldiers being their better morale and equipment.
The idea about slots is interesting, but there are a ton of codes that count the number of men in an army and i don't want to mess with them because of their dependencies. What I've done instead is changed the "ideal party size" of each faction, so that some factions will stop recruiting after a certain amount.