Nitpicks

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Pruvan

Recruit
This is a list of little nitpicks and thoughts I have on this otherwise smexy mod. Most of these things have no major impact on the game, mind.

  • Khergit Horse Archers are defaulting to melee at the start of a battle, causing them to rush into enemy lines. They only seem to switch to their bows after this initial rush. This wouldn't be so bad, if it didn't mean half my Horse Archers would die each battle. Rather than doing the skirmishing and picking off of enemy troops early on, like they're supposed to. I probably don't need to explain that when a horse archer with mediocre armor, a mediocre sword and no shield runs straight into a pack of expert infantry, things don't end well. Pretty sure this can be fixed by putting their bows in the first slot of their inventory or something.

  • Undead armies are borked, in my opinion. My suggestion would be to make their groups smaller in size, but increase the number of groups and overall strength of all undead units. Right now they're pretty weak whilst coming in great numbers, meaning they give tons of gold, loot and experience with little to no cost. I usually end up hunting them down with little to no casualties on my end. Companions can be leveled up and decked out with insane gear very easily like this. Not to mention the insane amounts of money you'll accumulate. Note that this is on normal difficulty, haven't tested how strong they are on mommy. Nevertheless, I still feel like they should be more of a threat.

  • The heroic health feature is plain broken as it is right now. I'd suggest changing it to regenerating one health every five seconds or less even. This would put it in line with skills like Defensive Tactics and Heroism, which are both perfectly balanced skills in terms of merely giving you an edge in battle. As it is now, characters which barely take any damage (lords, kings, the player himself) become nigh-unstoppable slaughtering machines. One can easily jump into a sea of enemies and even make it out alive in most cases while you rack in the kills. Especially with maxed Toughness and Defensive Tactics, plus endgame gear. I know this feature is optional, but by nerfing it to give you more of an edge in battle rather than making battles an arcade slash-em-up, it could actually be integrated as a leader skill. Along with Defensive Tactics and Heroism. It could be called Heroic Presence or something along those lines and make your troops regenerate health slowly. The key word here being slowly. One health every 5-10-20 seconds or something, like I mentioned before.

  • There seems to be a small bug with the training facility (not sure if this is the right name, the improvement that lets you change which faction's troops you can recruit from a village). Even while it's still under construction, you can already recruit the new troops from the village. Making its 20+ days of construction kind of meaningless. Minor, but still.

Nevertheless, loving this mod, keep up the great work dude.
 
1.  I agree, Khergit behavior is sub-optimal; I'll look at that.

2.  Undead are OK on Mommy, where the sheer numbers are larger; atm they're basically just money/item speedbumps, though, I agree.  On Mommy, they're a bit more useful / less-imba just because money balance is tighter there, but it would be nice if they were more interesting.  Just haven't had time to really work on them as a distinct Thing, beyond their novelty value.

3.  Heroic Health is optional (see Mod Options, in the Camp menu), and there still isn't a penalty for turning it on or off.  Personally, I like it how it is atm, because it and the rest of the damage system keep Companions afloat in big battles, which is so much better than how it used to be, where they were liabilities.  Overall, this is an area of the mod where it's probably not going to feel balanced until the Champions feature is done.

4.  Technically, it's not a bug, but a quirky feature.  I forget what the problem was, but basically I had a devil of a time getting it working and it never worked right with a time delay, so it starts working immediately but ties down new construction for 20 days.  Of course, there being nothing else that's actually worth building in towns atm, big deal.  I agree, it should get fixed someday, I just don't have it very high on my priority list  :smile:
 
xenoargh 说:
1.  I agree, Khergit behavior is sub-optimal; I'll look at that.

As an update on this issue, I've noticed when I first order my troops to hold position or follow me that the horse archers will in fact switch to their bows when the enemy comes in range. It's literally their initial rush that seems to have them favoring melee. Really, I think it's just the order in which their items are assigned and little more.

I guess we could blame it on the heat of the moment. They need to cool their heads before they realise they're archers, not berserkers.
 
aye, ive noticed this issue with pretty much any predominantly ranged cavalry. its ok when a Sword Sister does it, but brigands have little armor or melee to begin with...
 
Yeah, their behavior has always been a bit sub-par.  I'll see what, if anything, can be done; if it's a weapon-order issue, that's fairly straightforward to fix.
 
i haven't played the newest version, so i don't know if this has changed but:

I would like to be able to play on normal/mommy difficulty without death knights showing up.

would it be possible to add a simple optional toggle that turns them on or off?
 
I used morghs troop editor to rearrange the horse archers equipment, bow and arrows up front.. still charges with the melee weapon. After one kill would go on a shooting spree. You could ask the Brytenwalda team how they implemented the Skirmish order for troops. Works for their hybrid melee/throws who avoid melee until out of ammo.
 
xenoargh 说:
Yeah, that (shutting them off) could be done.

Thank you.
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I would also like to thank you for adding an autoloot script to the mod. It's very nice to not need to worry about upgrading my companions' armor.

I love the grenades, absolutely love them.
 
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