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Thread: Kingdoms Grand Campaign: Hyper Realism

  1. #1

    Icon3 Kingdoms Grand Campaign: Hyper Realism

    Hyper realism is a kinda of mod series that runs all the way back to Rome: Total War. Its a mod that is based on realism mods, but its much more arcadey, and fast paced. Its the kinda opposite of the realism mods. In way, its much harder than those mods; while some may have units that can be hard to take down, Hyper realism makes all pikes really good against anything that is not a mounted archer (if said archer is not in melee combat with it). This is mostly a balance mod, but it also changes the turns per year into 12 (using a script) and makes every unit available in the campaign.

  2. #2

    Default Re: Kingdoms Grand Campaign: Hyper Realism

    The features of this mod:
    1. No spear_bonus X; only pikes with 10 or more attack get this bonus plus spear and long pike or pike trait

    2. Bonus armor for the horses; the formula for horse def skill and armor is the def skill of the man divided 2 and the armor is the mans armor divided 2. If any of them have a decimal, add it to the def skill.

    3 Lethality changes; the formula for lethality is simply the def skill plus the weapons base lethality subtracted by the charge bonus, if the charge bonus is > or equal to 17, add it. If the unit has no def skill, its base lethality rate is replaced instead. If the sum is negative, its added as decimal. Its noting that if the sum is less than 2 or more, its added rather then replaced.

    4 Def skill; the def skill is a function of the morale skill if its normal. If its low, the number is times by .5. If its disciplined, its times 2. If its impetuous, its times 3.
    Last edited by 10 times the roytaly; December 03, 2016 at 06:49 AM.

  3. #3

    Default Re: Kingdoms Grand Campaign: Hyper Realism

    :3 if your making a sub mod id recommend making it on top of Jedi Knights submod, as it adds so many more units, I also made stat changes after installing Jedi's sub mod, but i think i went a little overkill on 2 handed units giving 17 armor compared to a swords men unit of 13 (Europe max level units) and lowish attack of 9-13 compared to the 2 handed units that have much higher and armor piercing. Actually thinking about it, those may be the late game units... vs high swords not the late swords, bahhh well good luck with your mod.

  4. #4
    The Great Khan of Rome's Avatar Civis
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    Default Re: Kingdoms Grand Campaign: Hyper Realism

    Ok. This thread is really old now and many new things have been added or changed since this announcement. They are the following:

    1. Morale is now calculated first then the defense skill is replaced with the morale skill.

    2. Lethality is now the the defense skill added to the base leahlty of the weapon (kinfe is 0.1, sword is 0.2, longsword, spear, lance, basic mace 0.3, 2h sword, heavy lance, heavy mace is 0.4 and 2h mace and axe is 0.5) subtracted by the charge bonus if the unit is not a charger and is than added by the weapon skill. This is the weapon attack, divided by two.

    3. Mass is now changed. This is calculated by dividing the armor plus the shield (if they exist) by two, then adding them to base mass for the man and the mount, if they have one (0.5 for light man (0-5 armor), 1 for medium man (5-7 armor) and 1.5 for heavy man (7-24 armor), 0.5 for fast pony, 0.7 for pony, 1.5 for heavy horse, 1.8 for mailed/barbed horse and 2.6 for armored horse.

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