SUBS
Sergeant

i will eventualy get the front page updated with a breakdown of each unit/ranged weapons and what i'm attempting to move them towards being.
as to the rest of your concerns,
-Sniper crossbows are not used by any units, just an option for the player to use.
-firearms, the only unit that uses these are Janissaries, they're long range, inaccurate, high damage, extremely slow to reload - if anything Janissaries ranged capabilites feel weak, which is why they are armed with melee weapons as well.
-Shield durability this was initially raised for sieges, back when all ranged weapons hit harder and when testing my shield would get blown up quite quickly, haven't really attempted to balance this mod for sieges as im hoping there will be a better way to do them in the near future, siege weapons more ladders, battering down the gates etc... (coupled with the fact i play on battlesize 440 native sieges were ridiculous anyway.)
more to the point i will lower it in later versions (still higher than defualt, but more representative of the shields worth as opposed to current all being 1'000)
- ammo, personally i hate running out of what ever ranged weapon im using as far as i see this its just hassle, but for you ill update this post with a Utility that can modify the ammo u carry (works with any warband mod)
- repeater crossbows, i guess they sound over powerd but in reality they do less damage than standard crossbows, less accurate and probably put out 2.5 bolts for every 1 bolt a standard crossbow fires recruit some of them and you'll find they not particularly effective versus shielded infantry ( they're designed for unshielded infantry) am contemplating putting the sniper crossbow as another swadian unit (obviously would need to balance it.)
Technically this is still beta so the units are going to change a bit, and i haven't even started on the bandit trees yet, another issue you may have noticed is desrter parties you may find Swadian billmen deserters or some similar top tier units that completely destroy you at level 1, which is something i need to fix
and yeah all the units need balancing so feedback on what u feel is too strong or too weak and i will look into it. still a fair way away from 1.0 released where i can say i'm happy with it as a Mod.
as for testing I've not managed a proper play through myself yet each time i attempt it i find something to change, then after doing that my save game no longer works XD
- which is why i want feedback from people who do play it.
as to the rest of your concerns,
-Sniper crossbows are not used by any units, just an option for the player to use.
-firearms, the only unit that uses these are Janissaries, they're long range, inaccurate, high damage, extremely slow to reload - if anything Janissaries ranged capabilites feel weak, which is why they are armed with melee weapons as well.
-Shield durability this was initially raised for sieges, back when all ranged weapons hit harder and when testing my shield would get blown up quite quickly, haven't really attempted to balance this mod for sieges as im hoping there will be a better way to do them in the near future, siege weapons more ladders, battering down the gates etc... (coupled with the fact i play on battlesize 440 native sieges were ridiculous anyway.)
more to the point i will lower it in later versions (still higher than defualt, but more representative of the shields worth as opposed to current all being 1'000)
- ammo, personally i hate running out of what ever ranged weapon im using as far as i see this its just hassle, but for you ill update this post with a Utility that can modify the ammo u carry (works with any warband mod)
- repeater crossbows, i guess they sound over powerd but in reality they do less damage than standard crossbows, less accurate and probably put out 2.5 bolts for every 1 bolt a standard crossbow fires recruit some of them and you'll find they not particularly effective versus shielded infantry ( they're designed for unshielded infantry) am contemplating putting the sniper crossbow as another swadian unit (obviously would need to balance it.)
Technically this is still beta so the units are going to change a bit, and i haven't even started on the bandit trees yet, another issue you may have noticed is desrter parties you may find Swadian billmen deserters or some similar top tier units that completely destroy you at level 1, which is something i need to fix
and yeah all the units need balancing so feedback on what u feel is too strong or too weak and i will look into it. still a fair way away from 1.0 released where i can say i'm happy with it as a Mod.
i don't look at it as a complaint more like feedback, to everyone else if there is something in this mod u don't like let me knowTheKommissar 说:Sorry to be complaining
as for testing I've not managed a proper play through myself yet each time i attempt it i find something to change, then after doing that my save game no longer works XD
- which is why i want feedback from people who do play it.


