First I want to say that this is overall great mod and all the people involved have all my gratification. Only serious issue I have noticed is overall unrealistic effect of missile fire. Examples
1. My 1+ valor javelin skirmish unit was trowing its javelins in the back of enemy advanced phalanges unit and average kill rate was no more than 2-3 per volley. I real life volley of javelins in backs would cause massacre
2. My 2 macedonian stile pikes, were attacked by rebel army of 10 horse archers and 2 archers units. I put my pikes in phalanges formation in typical defensive position on the hill in the corner of the map. Relatively smart AI did not charged but unloaded most of its arrows on me but I did not lost more than 15-20% of army after prolonged heavy rain of arrows. Again, in the real life, macedonian stile pikes with small shields would be massacred only after few volleys of arrows. And many other examples, like volley of arrows on unprotected men (no shield no armor) kills only few of them on large scale of units.
So, I can change missile fire parameters by my self, unit by unit, but I want to improve game play balance for everybody. So, this rate of killing should remain for protected units but for unprotected or relatively unprotected with small shields should be much higher. Big shields were essential for missile protection, so I propose that we rise missile effects but also rise shield modificators. Let say for small shield it should remain 3 but for big it should be not 6 but 15-16 maybe even more, because heavy armored infantry has something like 20 modificators for armor, but big shield covering most of the body would protect man behind it even better than good armor-which still can be penetrated especially with javelins.. In short-rise missile fire modificators but also rise big shield modificators. It also would give substantial advantage in defense for big shield unit in melee, which is also realistic. Of course, big shield should, like in real life, tire men much much faster.




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