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报告翻译问题
In the current public beta version, I'm getting an error when I try to add ED Roman units to the Grand Campaign using PFM. I guess it's just a limitation of my skills. :/
rome is on the doorstep, your culture is difficult to grow, the naval units should have a spear unit as the illy were famous for their boat spears, but migration isn't even an option because half of your limited roster is geo restricted.
i love playing the underdogs
growth is none even my 3rd class gets drained fighting rome, greeks outclass your hops, which is okay, the celts & thracians outclass your swords, again is okay, but ur cavalry is literally the worst in the ENTIRE game (why can't you have the merc cav in illy be the skirm cav?) and navy needs either numbers cause i can't out skirmish or outlast my opponents so i'm heavily encouraged to cheese.
so if illy could have maybe their roster not geographically restricted and their cavalry revamped they would probably make a decent faction with a challenge
sorry I read the comments in steam only now after discord, so you had to write it twice my bad.
I know melee attack doesnt help the charge but after the charge it does help, it all boils down to I want the cataphracts to feel more agressive but you made already the non AP Lancer more that way and teh cata more tanky. I get it now
Partially why I hesitated to update Numidia for so long was because how fun they were with limited units.
Bloat works for some factions like Seleucids, just to display how diverse their armies were but factions like Numidia don't need that and do not even have any good historical basis for it.
i still dont understand why you give some factions such tiny roster and others you give big variety of same units, while also removing the availabilty of AOR for some factions starting areas while not expanding mercenary roster
best you can see via custom battles, some factions cant get 20 units together if you recruit each unit once, while others you cant fit all the units into same army
if you cant increase rosters, least you could expand AOR for cultures that are not factions and give access for every faction for all AOR for example kartli access for georgian levies or medium infantry, or scordisci access of cordinau orca aor
Would love if you can get global recruitment working, if would be fun in late game to see how many different aor or for Carthage different mercs you've collected via empire building
Remember that cavalry in Rome 2 is using mass for most of the charge damage, stuff like charge bonus is actually more useful for infantry, as cavalry is using charge bonus for few seconds AFTER charge ended.
As for garrisons, there are already techs and buildings that buff garrison unit ammo by 50% quite easily.
Would help if these were posted on the DEI Discord by opening a ticket.
Im no mod or admin/dev, but ive been following these guys for sometime and want nothing but greatness for them - all the hard work they put in.
Im not arguing with you that bows do dmg and and can be very usefull when buffs kick in. they point beeing when buffs kick in, the normal circumstance is a garrison bow unit shoots its 15 volleys in no time has no ammo and is useless. my tipp would be make them have more ammo and the buffs less focused on more ammo
As for cathaphracts I get your point, I also would accept more charge dmg. I just want to point out that if a catphract unit gets +3 attack (so normally a total of 14 for roman units) than it performs just as it should, charges and kills good offensivly.
It just feels right that way in game playing. Some medium lancers for other factions also have high attack 16 which makes them very good at what they do, go in charge kill and go out
my tipp would be give all lance cavalry minimum attack of 13 and make them more expensive in turn (15%)
Even now, cataphracts are the best chargers you can get and outperform all other units heavily and are overall the best cavalry you can field.
You simply view missile units in wrong way. Due to HP system, ranged units might do not that much kills but outperform melee units in total damage done. As missiles drop more randomly, their damage is spread across entire units. You can test it easier in new games, where you can see HP deplete live on the UI. On average, missile units do not get kills until their target already lost 30-40% of TOTAL HP. After that, each volley does more and more kills but its best to switch targets, as that unit is now extremly weak and make for a perfect target for your cavalry to charge in.
16 Horse archers with 4 cataphracts is probably most OP army you can make in DeI, using above strategy.
We have made that cap a bit higher so that conquering is not as easy but it also heavily boosts AI.
AI is unable to disband units so that way it is more likely to also suffer loss of some units, which it can later replace.
All cataphract lancers have to low of an attack value, I would give them +2 attack and increase the cost a bit (all factions and cultures). They dont fell like elite cavalryin any way, the normal Ala is better in most chases but AP and charge dmg. For all cavalry the wedge formation is not worth activating, without it its the same and overall more mobile
Also about cavalry I noticed standard Heavy skirmish cav in better than most others, they dont have the strong charge but the very high speed gives them also a perfect charge, so they have armor, javelins are fast and perfect for killing fleeing enemys and fighting any foe
/▌ all over the workshop
/ \
You either are above max mod limit (35) at which point you have a lot of incompatible stuff anyway or you have incompatible mod turned on.