Crusader Kings III

Crusader Kings III

The Great Men-at-Arms Humbling
132 条留言
Renown 10 月 16 日 下午 1:16 
Fair, I will try it some more. Perhaps it wasn't just your mod creating that situation, but beyond this and your AI mod, and MIV I'm not sure any of my mods deal with AI.
Nye  [作者] 10 月 6 日 上午 10:17 
Nothing I can do about that
R0B0T 10 月 6 日 上午 9:53 
does not work properly with more regional men at arms. the men at arms added are still 100 size rather than 50
Nye  [作者] 10 月 4 日 上午 4:07 
That has not been my experience
Renown 10 月 3 日 下午 4:16 
This is an interesting mod, but I found running this with your AI mod results in a very flat game where the biggest blob wins.

I do not recommend this for varied gameplay.

I understand what you are trying to do, but you unfortunately create new problems with your attempted solutions.
sulyvahn 9 月 29 日 上午 9:16 
is this compat with cultural armies?
bjorg bjorgenson 9 月 9 日 下午 1:43 
great mod, fantastic balancing, can't imagine playing without it
peequi 9 月 2 日 下午 7:09 
@timotheus Just found this mod and trying it out, I was shocked at the levy stats something like 40/40 while Men at Arms were actually lower! This was probably intended more for game balance than realism, which I understand and look forward to giving it a try. I think I am going to have to look at Men at Arms as not actual troops(since their stats are lower than levies) but represent war preparation, logistics, officers, engineers, etc as the Levies now do the heavy hitting.
akagi 8 月 18 日 下午 8:51 
I checked the code, and the MAA supply rate was changed from 0.1 to 0.07. But this causes siege weapons with an army size of only 1 to completely stop receiving supplies. Wouldn’t this affect some of the smaller AIs?
Elder 7 月 6 日 下午 7:37 
quick question, is the buff Nomadic_Government_Horse_Rider_Buff only activate when players play Nomad? I can see AI's Man-at-arms only got the debuff but the character do have the buff in his buff list.
Turtle-Gal 7 月 3 日 下午 9:43 
Does the men at arms stat nerfing have a formula so I can make an edit for Cultures Expanded?
Dash 7 月 1 日 上午 9:33 
Alright. So after testing the mod, can say it doesn't make Men at Arms for adventurers useless. Which is good. It makes combat slower, so if you have a lot of buffs and damage stacks etc on your people. You'll still win a lot of the time. Higher army stacks then yours should give you a bigger disadvantage, also lowering the advantage damage to 2% also helps a bit. Maybe try 1% as well. Can say though, just from looks combat seems more balanced. Overall pretty good mod.
Dash 6 月 30 日 下午 3:52 
This seems neat. Question though. How badly are the nerfs to Knights and MaA exactly? Been messing around with mods and landless adventurers. The Aggressive AI was a step in the right direction. And as such, I had a 2k stack take out about a 10/11k stack of viking armies. What would be the difference with the mod? Does it not give a fighting chance?
timotheus 6 月 22 日 下午 5:11 
I feel like 40 40 is kinda a lot
Nye  [作者] 6 月 21 日 上午 4:05 
I must admit, I'd very much like a fix to the warfare system. Though, I think it can only come with a major rework. I think MAAs as they are right now have got to go. Paradox have honestly somehow managed to create one of the most atrociously balanced systems ever with this haha
Jeggo 6 月 20 日 上午 8:46 
That they should fix combat and take inspiration from you. I like actually having a challenge and having to think about what I'm doing in combat instead of just knights getting a 2000 to 1 KDR
Nye  [作者] 6 月 20 日 上午 5:25 
Oh nice what did you say to them?
Jeggo 6 月 18 日 下午 7:33 
Your mod is so good in this survey Paradox has I'm directly citing your mod.
warriorandtoaster 6 月 9 日 上午 12:12 
I already set advantage effect to 2% per point in my game rules for an ongoing save game. Will this mod compound that nerf if I install it, or does it get overridden?
Solack (Zacle) 5 月 31 日 下午 4:21 
Also havent been able to find this information anywhere, but when countering a Man-At-Arms type does that also lower that units Pursuit and Screen stat? Example would be the use of Pikemen to counter Calvary.

and to add on context of my below comment, I am playing during the 867 start, so likely I will feel the impact of Men-At-Arms much more as I get into later eras.
Solack (Zacle) 5 月 31 日 下午 4:20 
been giving this a try and definitely find it interesting so far. One thing I do have a question about, doesnt this just make Men At Arms like the Pikemen quite bad? I feel with these changes to levies (base 40/40 stats) the main use i'm having for Man-At-Arms is their Pursuit and Screen stats, any unit that does not have these stats I don't see much use for.

Overall quite enjoying it so far. thanks for sharing.
skarzul 5 月 24 日 上午 3:02 
@Nye All your mods are awesome Bro. Thanks again !! =)
I was thinking of something To increase the difficulty, what would be interesting is to increase the prestige required to request help from an ally.
Because I realize it's too easy to call on powerful allies who win wars for you.
Would it be possible to release a mod about this, please ?
Nye  [作者] 5 月 19 日 上午 4:32 
It will work with anything, I've never heard of that mod so I can't comment on what the interaction looks like.
AC 5 月 19 日 上午 4:26 
Hey Nye, do you think this mod would work with Weight of the Crown mod?
marcus58 5 月 16 日 上午 8:02 
I must say this is the best balanced mod I've ever played. It not only brings some dead game mechanics alive, but also comes up with excellent compatibility. Thanks for the genius work!
skarzul 5 月 15 日 下午 2:01 
Thank you so much for your work !!
Your changes make the game ten times more enjoyable. Finally, a good challenge !!
So, YES, you've succeeded in the goal.
Thanks again BRO <3
Nye  [作者] 5 月 13 日 上午 9:34 
tldr; this is the actual devs problem now who get paid to worry and have headaches over such things
Nye  [作者] 5 月 13 日 上午 9:33 
To be fair, this is an imperfect solution to a problem that shouldn't exist in the first place. There is no perfect solution, other than Paradox redesigning the entire warfare, levy, maa system from the ground up. But until such a time, a system like this is probably the best we're going to get while maintaining compatibility with every other mod, which was important to me.

The problem with the game rule is that it would turn it into conditional hell which I don't want to deal with, and also, tuning the main MAA debuff would shift the balance of everything and make all other nerfs / buffs need to be questioned again.

I'm mostly done thinking too much about this mod. It’s been very time consuming and headache inducing thinking about potential solutions. The design intentions I've put forwards are clear, logical, and for the most part, I feel have succeeded in the goal. This mod coupled with my aggressive AI mod actually makes the game feel much better imo, and more interesting.
Jeggo 5 月 13 日 上午 9:06 
While it is a bit much, I do appreciate how this mod makes me think about what I'm doing instead of just knights and to a lesser extent MAA go BRRRR. I wish Paradox at least did something similar with the levies just base game and made buildings not just add levy amounts but also small bonuses to levy strength...

The knight debuff is absolutely great. Having 30 knights kill 6k troops is.... not something that should be.

Recently had a mercenary contract with the Abbasids against an independence war with like 6K MAA (2 stacks Varangians, 2 Bondi, 2 Vigmen) and instead of steam rolling everything like normal I actually had to plan my strategy and run from the enemy's 16k troops. Only ended up winning because I'm faster and was able to pick them off when they split.

I'm still leery about the terrain debuffs sometimes making troops completely useless.

One ask as a nice to have would be game rule where you can customize the percentage of the debuff.
Nye  [作者] 5 月 13 日 上午 7:51 
not everyone is the target audience, it doesn't matter if you don't like it :shadowheartlaugh:
Kiki the rat 5 月 13 日 上午 7:46 
Man levies at 40 dmg / 40 defense?! Are you insane or do you actually believe that a peasant with a basic weapon is as impactful as elite infantry?!
Nye  [作者] 5 月 11 日 上午 10:38 
It's just handled the same way as the base game would handle it.
Jeggo 5 月 11 日 上午 10:25 
Sorry if this has already been addressed, but how does the terrain modifiers affect this? If a cataphract has 37 damage and then the wetland terrain effect applies -80 to damage are they now doing negative damage, no damage...
Darkwing Phoenix 5 月 10 日 下午 6:24 
As someone who's played a number of Nomad runs:

I don't personally think Nomads NEED too many nerfs, as they're meant to be threats anyway

Only thing I can see is if you remove every Regiment Size/Number bonus EXCEPT from the Square of The Tumen main building
Hrothgar Hammer 5 月 8 日 下午 2:33 
Workin awesome now. Really appreciate the help on this one, and the extra info. Excited to get back to playing!
Nye  [作者] 5 月 8 日 上午 3:24 
If you want some extra info, your deduction was right, it was the AI kind of, it was the way that a debuff was being applied to peasant leaders.
Nye  [作者] 5 月 8 日 上午 2:14 
Updated & fixed.

@Hrothgar, thanks for taking the time to figure it out it was this mod + letting me know about this. It will work just fine now.
Hrothgar Hammer 5 月 7 日 下午 8:36 
Love the mod, I think the rebalance does exactly as advertised and I really enjoy that. The game was way too easy before. Having said that, I'm getting crashes on set dates. It's something the AI is doing, as I'm not doing anything for a couple months prior. I've narrowed the culprit down to this mod though I can't tell you exactly why it's the culprit.
Nye  [作者] 5 月 6 日 上午 12:31 
Sure, all changes would occur within 4 months, I'd take a backup save though.
Sir Canuck 5 月 5 日 下午 5:33 
Does this mod work if you add it partway through a campaign?
Nye  [作者] 4 月 30 日 上午 10:23 
It's like you've just discovered the entire problem with this game. Anyway moving on, no more pointless discussions or suggestions, please. This is a niche mod and not everyone is the target audience.
Aleskio 4 月 30 日 上午 10:15 
It is fine that they are stronger but I was thinking 40/40 or somewhere around there is kinda much considering you also nerfed men at arms by a lot there is pretty much no strategy now either. They are basically a brute force and a better commander just wins, the AI is cheesable anyway you can bait them to attack you into defensive buildings and stuff like that. It is a nice change although just a bit much for me good luck
Bandaro 4 月 30 日 上午 8:37 
^
Same, 12/12 is barely a buff, and levies are slaughtered by the thousands. This way also Knights aren't as OP, as coalitions of various vassals could be deadly due to their knights limits combining themselves. Levies are hedge knights, cavalrymen, various armed freeholders too and they are treated as peasants with a fork. They needed the buff for not only the balance, but for historical reasons too and I'm glad someone spoke it out loud and made happen.
Nye  [作者] 4 月 30 日 上午 6:20 
Start off at 12/12 +2 every 100 years while fighting MAA which have 100+ stats.... No, I'm happy with the current balancing, the only on-going discussion at the moment is the degree to which Nomads may need to be buffed. I'm not entertaining any other changes.
Aleskio 4 月 30 日 上午 6:15 
I think men at arms are fine as they are with a few exceptions, levies could start off with 12/12 and progress +2 each era they will be more in pair with the buffs that occur
Nye  [作者] 4 月 29 日 下午 11:45 
@hamlets, all fixed, the issue was with Nye's Aggressive AI
Nye  [作者] 4 月 29 日 下午 11:05 
This will be fixed today, thank you for letting me know
hamletsdead 4 月 29 日 下午 10:18 
@Nye, I'm getting consistent errors right before CTD related to zzzz_nyes_appliers.txt. Error code: Error: has_character_modifier trigger [ Modifier 'top_liege_maa_maint' doesn't match expected type 'character' due to 'scheme_resistance' ]
Script location: file: common/on_action/zzzz_nyes_appliers.txt line: 113 (remove_recruit_maas:trigger). Any help/insight would be greatly appreciated.
Nye  [作者] 4 月 29 日 上午 11:13 
It doesn't matter what should and shouldn't be, logically . The only thing that matters, and the whole point of this mod is to make the ai relevant at all. In the base game, other rulers serve no purpose other than being a target dummy for the player to curb stomp.

The only way to remedy this that I can see is make levies, literally better than men at arms, which is explained in the description, and which is also why this dlc causes a problem for the initial solution that this mod proposes.A mod like this most certainly isn't going to be for everyone and if that premise is a problem then I would just pass on this.

As I have said, I have no idea how to balance this for nomads and I'm never really going to play them to find out how it might work. The solution you're proposing brings us back to square one where the AI is a punching bag again and serves no other purpose.
MrVeraguth 4 月 29 日 上午 10:52 
The problem is how powerful base game levies are. 40 damage and 40 toughness is a lot. They are on par with the Armored Horsemen unit that costs 200 gold to get 50 of them. You gave every non nomadic ruler a free full stack armored horsemen unit. Which does not solve the man at arms problems at all imo.

I think Base game Pikemen unit is a good base for a levy. With this mod levies have double the stats of a paid professional pikemen unit.

Nomads are even worse. Horde Riders have 1/4 of the stats of the regular levies. Considering that they are horsemen and you get less of them balancing feels awful.