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I agree it is not in Vanilla and apparently it is not due to this mod.
I was hoping you could spot the variable that is doing this as the variable that does it in Rome2 and later is missing from Shogun.
Izu province (no blacksmith):
Yari Cost: 233
Yari Maintenance: 71
Sagami province (blacksmith with +1 melee and +1armor):
Yari Cost: 233
Yari Maintenance: 71
I have no mods modifying this. The only one that even remotely touches armor is my own mod that doesn't touch cost.
Thus, either your assessment is incorrect, or another mod you are using is affecting unit cost in relation to creation upgrades (e.g.: armor, melee, accuracy, XP, etc).
Interesting effect you mention.
I inserted "cdir_unit_quality_armour_value" at 10% in the middle a campaign. It dropped the price for a samurai in that province (Hojo base) from 1150 to 721 and ashi from 490 to 300something. More testing is needed. Plus CDIR is used to assess threat and potential autoresolve by AI in later games so I don't like using it.
Are you talking about only Rome 2 and Attila? If so, I don't know about those games since I never modded them. Sorry :(
I would ask around a forum like Total War Center which is full of knowledgeable people.
I understand where you are coming from, but, no, armor doesn't level up. The only way to increase armor is via:
1. Blacksmith province
2. Armour encampment
3. General cards/abilities, if applicable (might require mods)
I don't recall the exact vanilla bonuses from the top of my head but if you check my XP rebalance mod you'll find the vanilla bonuses there. Regarding AI cheating, well, yes, theres no other way to improve the AI other than giving it bonuses. The alternative would be dumbing it down in all difficulties other than VH and that would yield two consequences:
1. The un-nerfed AI in VH would be the current normal AI (too easy)
2. The normal difficulty AI would be laughably bad, haha
Regards and thank you for your interest, I hope you like my mods :D
I thought armor was useless and melee was the better choice because if you attack first you do more damage than your save from standing still and getting attacked. Also I thought every stat increases when your unit level ups including armour?
As for the other mod giving more increases, well its fair since the AI players would also get the same increases if they maxed out their blacksmith buildings too....sooooo..... Also if you want to talk about fair play, well I don't know if you know this but the AI cheats by getting bonuses you don't, even on easy and normal difficulties.... So I thought it would balance out if I were to get some player only bonuses or *cheats*.....he hehe.....
I actually made this mod specifically because the mod you quoted makes the blacksmith provinces too powerful. That mod's stats is the very reason this mod exists.
Armor is always better than attack in this game since attack can be achieved via experience and armor can't. Moreover, armor protects against arrow fire and helps your troops survive, thus doing a better job at keeping up troop morale and minimizing experience loss due to replenishment
The mod you quoted gives +4 armor in tier 3, PLUS ALSO +2 attack. It's insane. It also makes getting the armor path a trivial choice since its pitting +4 armor vs +4 attack. A non-choice.
All my mod does is fixing the standard branching path mechanic seen in ALL THE OTHER branching province buildings, while still keeping the attack branch as a viable choice (+4 attack vs +3 armor)
Hope this clarifies my original intent and balance vision.
Yours, Bleu