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I checked and everything seems to be fine. Most likely a conflict between mods. Test it in skirmish with only the true Unit Size and see if the HP is correct.
Now, only passive regeneration is nerfed by 50%, and all activatable healing spells are at 100%. (Feedback on this change is welcome.)
- All passive regeneration from any source nerfed by 50%. Activable spells remain normal.
All the units you mentioned are correct.
Try it with just True Unit Size turned on, and see if it fixes the units.
It's not a big deal as most caravan armies are pretty strong even outnumbered, but i thought it was worth mentioning.
I love this mod, but I've noticed it impacting allot of gameplay in this way
Yes
I personally prefer 2x.
For me it's the most balanced version, changing little from vanilla and having a cool visual impact.
I've already started some testing, but the results are strange. What I did was double the number of units that can take damage within the area of effect, and the result of doing this is doubling the damage a unit takes. But this doesn't match vanilla. The same skill has a unit at 1x, it would take 15% health, at 2x, doing this, the unit loses 30% health. This doesn't seem right to me.
I'll take a look at this after I implement the new items in Radious and SFO.
and the damages are at db.pack > db > special_ability_phases_tables > data_
rest about spells/abilities are all starting with special_ability i think.
No. You need to edit item by item, the table is "ancillary_to_effects_tables" I've already implemented the table in this version 2x if you want to see it.
I've already implemented the table in this version (True Unit Size 2x) if you want to see it. (I'm implementing it in other Vanilla versions, and I'll see how difficult it is to do this in Radious and SFO to see if it's worth the effort)
Are flat damage bonuses from items and skills rebalanced in this mod? Good news - I found a method to increase the melee damage of items according to the version 2x 3x and etc... And it will be implemented.
"1 - I don't know how to increase the range of spells. It's actually interesting to look at again now that I have more experience."
This applies to increasing spell damage as well.
3- If single entities receive less healing, won’t that reduce the efficiency of limited use healing on them such as spells costing winds of magic? No and yes (This is a huge balancing problem with the increased number of units. Any unit heals by %, not by numbers. Example: Ability X heals for 15% of unit Y's total HP. And since all units have double HP, the healing IN NUMBERS becomes essentially the same as the vanilla healing. Why nerf the healing instead of making it heal twice as much since all units have double HP? Because this makes any unit with Regen invincible, since they will heal essentially twice as fast.)
4- Do melee units have longer ttks because only so many units can enter melee? No