Closed Helliaca closed 7 months ago
Some ideas for CAV:
Horse Breed: Destrier (expensive and very good) Courser (very fast, not as expensive as destrier) Rouncey (all-purpose, cheap)
Horse Armor: Scale Armor (flexible but expensive) Full-plate Armor (strong but clumsy and expensive) Caparison (cheap but shit)
Rider's Armor: Leather Gambeson Chainmail Plate Armor Scale Armor
Main Armament: Spear (high HA, cheap) Sword (high SA, expensive) Sabre (Sword but even more swordier) Elven Sword (Only for elves, very poggers and expensive) Lance (Spear but even spearier) Flail (High SA and HA, but shit realiability) Shortbow Longbow Crossbow
Harness: (Saddle, Birdle and Stirrup) Basic Saddle, Birdles and Stirrup Reinforced War Saddle Light Riding Saddle Comfort Padded Saddle Heavy Plate Knight Saddle Nomadic Endurance Saddle Decorative Elite Saddle
Special: Javelins (extra SA) Extra Supply Pouch (less supply use) Chanfron (extra armor/hardness) Horn/Bugal (Radio equivalent) Bedroll Medical Kit Torch and Lantern Signaling Banner Shield Side-arm
For Catapults:
Projectile: Boulders Incendiary Wildfire Caskets
Launching Mechanism: Counterweight Trebuchet Tension Trebuchet Catapult Mangonel
Construction Material: Wood and Iron Reinforced Steel Lightweight Composite
Loading System: Manual Loading Winch Loading
Special: Adjustable Base Quadrant and Sight Windlass System
Eagles/Fellbeasts:
Rider: Riderless With Rider
Creature Armor: No Armor Leather Armor Steel Plates
Weaponry: None Steel Beak and claws Reinforced Steel Beak and Claws
Bombs/Weaponry: Steel ball Spiked steel ball Incendiary Caskets Explosive Caskets
Special: Spyglass Map Rider Weaponry
Siege machine module slots:
catapult:
R:
L:
Battering Ram:
R:
L:
Siege Tower:
R:
L:
On ships:
We've buffed shore bombardement across the board to give navies more impact. We've also changed the ideal screen-capital ship ratio to 3:1 (from 4:1).
We've renamed Light-Attack, Heavy-attack and Torpedo-attack to Boarding-Power (think closer quarter, ship-to-ship combat), Projectile-Attack (think mounted onagers/catapults), and Ballista-Attack (Ballistae and greatbows that can hit nearby targets but not thos far away)
Longships are small, cheap and versatile, but relatively weak in battle.
Galleys are excellent against longships and come with a large amont of boarding power (light attack). They are, however, very slow, fuel-intensive and have a very limited range. If you only intend on bullying smaller navies along a coast, this is the ideal ship-type for that purpose.
If galleys are the counter to longships, then caravels are the counter to galleys. By using mounted ballistas and catapults and a high freeboard they can keep safe from being boarded and attack from afar.
You can counter caravels by either overwhelming them with numbers, clearing their screens or building carracks, which are effectively just better, more-expensive caravels.
On Siege Engines:
It always seemed quite silly that slow, clumsy siege machines posessed a lot of armor and breakthrough. In this patch, we're changing this.
Firstly, we've gotten rid of the Siege-machine unit types entirely.
We've also gotten rid of the "Siege Ladder" unit type and replaced it with a general "Siege Unit" support company. These support companies require specialized equipment (siege equipment), but can be extremely versatile and powerful. Think of the "flamethrower" tanks from vanilla, but with a lot more customization. Naturally, Siege Units provide powerful bonuses against forts and cities, but depending on how you customize your equipment, it could be used for different purposes. Got a siege tower? Why not add some spikes to the bottom and use it as a defensive fortification, get some extra entrenchment.
In addition to these support battalions, we're also adding regular line-battalions for catapults. Catapults don't have armor/breakthrough but a large amount of soft-attack. They effectively act as "heavy artillery": Slow, costly but powerful on the battlefield.
You can also branch off and research a trebuchet. If you have the NSB dlc, then trebuchets will act like railway guns. Otherwise, they will simply act as slightly more powerful catapults.
On Eagles/Fellbeasts:
Kept mostly as is, but now you can customize them further. We've also made them a lot stronger and more expensive, to keep their availibility and numbers a little more limited, without affecting their power
Last second stuff:
siege tower costs a fraction of a catapult
bonus researches - what are their effects?
Look for bugs and issues on no-dlc build
Note:
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Some place where I could put extra modules:
Stat-related: