Swadian knights overpowered? solutions?

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Variton

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I'm quite new to the game and have played couple of hundred days (game time) my first game.

I have an army of 50 swadian knights (+ about 30 swadian troops on their way to knights). Most of the armies I meet, I sweep with the knights. Apparently lower tier troops dont do much damage to heavy cavalry, for knights even getting wounded are quite rare. Are anybody else bothered with this?

I would like to balance the gameplay somehow. Is there a mod that balances the game so that using 60-100% heavy cavalry army is not the best result? I dont know exactly how to correct this, but would figure following solutions:

1) Higher costs for maintaining / upgrading heavy cavalry
2) downgrading the stats of heavy cavalry (for example: armor values)
3) Setting some limits to army composition (for example: only 30% can be top tier troops)

I like the vanilla experience on other terms, so if there was a mod doing just the above, it would be great. Or if this is easily moddable, please tell me, for I'm new to the game and complete n00b in terms of modding (M&B)
 
You can download the troop and Item editors from the mod forge section, and then edit the knights as you see fit. And they are pretty easy to use so you wont have any problems with it. Ive just started useing and i nerfed mount charge damage mainly in the mod i play so knights cant just run over infantry like they are free kills, but i think Knights should be elite troops with alot of mobility but not gods on the battle field.
 
"Don't use them?
No Swadian lord has an all cavalry force so it's only the player disturbing the Force."

True  :smile:

But when there is the temptation, the weak shall fall. Perhaps I better follow the advice of tbj28 and mod the knights to be just a bit weaker.
 
Or yeah, use them less. :razz: High-tier troops are always faar stronger than low-tier troops and you're the only one with a substantial amount of high-tier troops. :razz:

I don't think they are very effective in sieges though.
 
if you lower them in stats and whatever, you'll mostly hurt lords who use them. If you dont want to have such a powerful army, consider the tweak that lets you give units to lords, getting rid of your knights and freeing place for new recruits
 
Swadian Knights are not too strong. Are you sure that normal damage 's already set for your ally?
 
Yes, got the damage on "normal"

"consider the tweak that lets you give units to lords"

Is this a mod? Do you have a link? It would be much more fun to do that rather than not just upgrading your troops or dismissing them...
 
Well, take nord castle with 50 swadian knights. Then with no horse, swadian knights can be swept by hurscall easily.

Variton 说:
1) Higher costs for maintaining / upgrading heavy cavalry

It is. Cavalries have 150% higher weekly wage.
 
dunde 说:
Well, take nord castle with 50 swadian knights. Then with no horse, swadian knights can be swept by hurscall easily.

That is true. Tried to capture Vaegir castle with 1:1 troop ratio. Got kicked quite easily.

But on the field I overran two Vaegir armies, troop ratio was like 1:2 or 1:3. So some modification is needed to keep things more challenging. perhaps making the stat differences between tiers less steep.
 
If you mess around with a single trooper, you´ll need to tweak every single goddamn unit out there in order to re-balance it again.

The main reason why Swadian Knights dominate the field is their Armor/Weapon/Horse combination and nothing else. If you aren´t disciplined enough to limit yourself using them to reasonable numbers and use a balanced army, go download the itemd and troopeditor and use the troopeditor to re-equip your knights with another, weaker horse. Swadian Knights usually eat anything alive - be it mounted or booted. I reckon you used the wrong approach for that Vaegir Castle.

Make backups befor you do anything though and do it at your own risk - meddling with the occult is more often than not severly punished.

Another solution to your problem is to hone up your fighting skills and understanding of the game mechanics a bit more in native and then start playing some mods. Don´t start with PoP though - it isn´t for beginners and all the eyecandy there will most likely spoil you for anything else but a few exceptions.
 
Native Expansion is what i play atm even tho it got its issues its very fun, doing my own balancing also helped me enjoy it even more made interesting, 2h weapons are messed up so i rebalanced em so all of em is usefull in their own way, also made the strange greatsword 2h with 140 speed but with 42 C damage so they arent supreme weapons.. War scyths i made useable on  horse and swing attacks only but long range but in return slow... testing it out now and im pleased with it so far.

Thats the great thing with the editors is they allow freedom to you define the gameplay... But ill recommend that you do everything with caution and thought.
 
Elpe i think your missing out on alot of fantastic mods made by people that made the game even more fun, Taleswords made the game so open to the mod community for a reason :grin:
 
though some mods go a bit over the top, still, try some (not just one) before you decide its nothing
 
Most lords will have a significant proportion of peasant levies and assorted bum****ers sitting around in their armies, so bringing 50 knights is complete and utter overkill.
 
The limit seems to be your own ambitions. With 2 or 3 castles and a city, all "fully" garrisoned, a player must balance offence and defence not only in the battlefield but also in economics. Too many knights means too many denars to pay and there's a limit to how fast you can make money.
 
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