Is it possible to upgrade weapons in Grand Campaign ? Swordsmiths Guild gives only exp. I am playing SS 6.1.
Is it possible to upgrade weapons in Grand Campaign ? Swordsmiths Guild gives only exp. I am playing SS 6.1.
if I recall correctly it is because with the system used in SS it would unbalance combat a lot. The bonus it gives would be completely out of step with the careful tuning
So to answer your question, no, the + to experience instead of the little sword icon is SS's way of providing the effects anyway.
Personally, I'd prefer seeing seeing a Byzantine Empire in the 1600s, and further. Realism? ha! The glory of crushing Rome's enemies comes before questions on why you have greeks with guns running around the Middle East and beyond.
I didn't want to make another thread, so here is a question: why units with 2h weapons are so useless ? I use them only to kill militia type units and weak spearmen, they are completely useless against HI, even when attacking from behind.
Well I can sympathize with him....from what you're saying it sounds like really high attack should be a big deal, and a unit with 12 att/12 def/ap should beat one with 6 att/19 def, but they instead get slaughtered. I don't really see how 1 more point of attack would hurt when defense still seems to be the most important stat.
And two-handers have always suffered from the long animation times it takes for them to get a swing off.
Also, 1-chevron experience is equal to 1 more attack. Why is that acceptable to the combat system while +1 attack through upgrades isn't?
Zweihanders used to rule in MTW2 vanilla, but in SS 6.1 they have lost Ap ability , their charge bonus has been lowered. In vanilla they could beat armored swordsmen with no problem, but in SS 6.1 Zweihanders get crushed by them. Why ?
Forolon hope is beyond useless: only 30 men, stats lower than zweihanders.
Its not +1 attack for melee weapon upgrade, its +6.
Forlorn Hope are comprised of prisoners and volunteers. They have been set to overall Militia quality (eg some training), and given a +2 'desperation/reckless' attack bonus at the cost of -2 defense penalty. Their morale is locked so they never break. The relative value of that has been reduced because morale levels in general have been boosted. They are still very cheap.
2H sword has double 1H sword attack and doubled charge bonus. Zweihander has 7 charge bonus. 2H units are not meant to charge head to head with shield-using units as that largely negates their attack and charge advantage, they are best used for flank and rear attacks.
Still examining the effect of SSTC animations on balance. Spears were tweaked down but there may need to be further adjustments.
Just reduce it then with upgraded weapons.
I personly like the visual aspect the most though, a chance to reward the veteran troops with weapons that look better.
But, I still think that 2h sword units should get ap ability, 2h axes has it, and halberds has it. In kingdoms zweihanders and canons of HS have it.
So I'm guessing doing something crazy like boosting all stats in a ratio to make weapon upgrades have the same effect as vanilla would be out of the question? I really miss the look for some of the swords.
Personally, I'd prefer seeing seeing a Byzantine Empire in the 1600s, and further. Realism? ha! The glory of crushing Rome's enemies comes before questions on why you have greeks with guns running around the Middle East and beyond.
Problem is, CA has a funny way of doing things. They hardcode Armor and weapon upgrades to the way almost nobody understand (to figure out how armor upgrades work took almost a year...) and then when you told them about it, they act like dead bug... They released several patches for M2TW, but those patches didnt fixed the main issues that are in the game from the begining. Most of their fixes are things every good moder is able to make in few hours...
since day one we have:
1. Unit placement during defend in city or fort BUG. This worked perfectly with RTW and is the biggest pain in the ass in M2TW. In RTW we were able to place units anywhere using the CIty to defender advantage.
In M2TW placing units in the City is impossible and whole urban fight is mostly unplayable as defender needs to stick with main walls... i want to block streets to prevent advancing AI to reach City center, and not just looking at whole armies hacking each other in the gate area...
2.issue - Armor upgrades - unit description. OK, they hardcoded armor values, so nobody can change how much benefit padded or mail armor can give. BUT why didnt they fixed unit decriptions to actually show which armor upgrade unit has? so since begining we have units with armor 2 beating the crap from units with armor 4... where is the logic...
3. Weapon upgrades. No. not just that fact that +1 means +6... Alchemy upgrade for gunpowder units dont add +1 (or whatever value it is in reality), but instead it add a bonus to MELEE... so a Musketeers thanks to better gunpowder became better swordsmens... nice example of CA logic...
and just to not be so pessimistic - CA thanks for at least fixing the shields, as before patch they were substracting defence value in stead of adding...
Thats what you get when you let an Australian division of the company build a game focused on a location far away from them.
Kind of the same with the Age of Empires series which where made in America, full of errors too, with their viking civilization, huscarls which are immune to archers, Huns with a northern european building style, Stadhouder infantry (stadhouder is an old title similar to mayor, they cant be infantry) and a complete focus on america in the imperial age while the biggest battles where fought in Europe.
Personally, I'd prefer seeing seeing a Byzantine Empire in the 1600s, and further. Realism? ha! The glory of crushing Rome's enemies comes before questions on why you have greeks with guns running around the Middle East and beyond.