Hi. Could you tell a step-by-step solution? I assume you've posted about EB Finale Part 1 installed over RTW: Alexander, but you somehow got a solution by going for RTW:BI. Was it a fix of your...
Type: Posts; User: TempuSFatumA; Keyword(s):
Hi. Could you tell a step-by-step solution? I assume you've posted about EB Finale Part 1 installed over RTW: Alexander, but you somehow got a solution by going for RTW:BI. Was it a fix of your...
Hello. Yep, it's me again.:tongue:
I'd like to know what do these fields actually affect:
battle_entities_tables
projectile_penetration_speed_change
Hello.
I did some testing with projectiles and discovered one strange thing: the formula damage_dealt = armour-piercing_damage + max(non-armour-piercing_damage - random_between(0; armour); 0) does...
Looks like it was an issue with CA launcher. LOL Nevertheless it seems like my pack doesn't work as intended, I have to investigate it further.
I've got suspicions, that I have to add a custom table into main_units_tables with skv_rictus_stormvermin_0 and skv_rictus_stormvermin_1 definitions as well as unit_sets_tables custom table with...
Yep, both surely are.
Couldn't upload it to twcenter, so here is the link: https://yadi.sk/d/xg6wnyVDJDYo_w
Hello.
I'm trying to combine SFO Grimhammer II
db.main_units_tables.SFO_units([unit="skv_rictus_stormvermin_0"]|[unit="skv_rictus_stormvermin_1"])
and Chieftain of the deep warren sfo...
God bless you. I've already cursed scout riders routing when the are chasing after some shattered enemies. Come on! He isn't attacking you in the rear! He's a mere archer running for his life!
It looks like the ability "Fear" got very little AOE, only around general, not all his area of influence.
Yep, checked: "Poison Wells" action with "Purveyor of Poisons" treat (-2 h-o t) gave no effect on hold-out time (10 => 10).
I mean, they got traits (that should reduce hold-out time by poisoning), but didn't reduce it when poisoning was used.
Oh, yeah, I said it ambiguous. Scouts don't decrease it. I'll check it again if I'll have the possibility.
Scouts get poison well treats, that reduce hold-out time.
It's grand camp, w/o other mods.
No changes with scout's poisoning also.
I've tried to wait 1 turn after putting both armies on raid stance, but still got no effect.
I've tried various ways of reducing hold-out time, but it doesn't work at all. Right now it's 5 at start and 5 after putting 2nd army on raid. Same if I put raid first. May be I have to wait 1 turn...
Thanks! But what's about the second issue? :whistling
Good day, sir!
Hey, mr. JaM, would you please give me an answer: what is the purpose of shield screen and shield wall, based on stats? As I can see right now (by Spear Brothers), these abilities...
It's not major, but "--2 enemy siege hold-out time" got double "-".
Btw, if I will use this stance on first turn with one army and send the other army to besiege a city with 3 hold-out turns on...
Yay! Gonna read more and more features! I really love reading mod features even more than actually playing mods.:laughter:
Yeah! that's what I was talking about!
Ty 4 reply. But Isn't it better to activate raid and next turn send the raiding army to siege? You'll need only 1 army, that will be in 2 stages at once: "raiding" and "on siege". BTW does placing...
Hi! I've got a poor understanding of the selected words below.
I've sent my 2 initial armies to siege close enemy's town, both in raid stance. This action costed much and I knew it's OK. But how...