Mount & Blade: Warband

Mount & Blade: Warband

Star Wars Conquest
Purple Flurp 2018 年 1 月 17 日 下午 5:38
Fights are very one-sided
It looks like whenever I get into a fight the infantry are virtually useless and my side gets creamed by whoever I'm fighting. How can I remedy this so I can enjoy the mod?
< >
正在显示第 1 - 4 条,共 4 条留言
jonx64 2018 年 1 月 17 日 下午 6:17 
it's a bit of ♥♥♥♥♥ for me too i useslly set up a firing line of my "Archer" and haqve them soften up the enemy while my Infantry and others charge in......try getting jedi or siths....clone toopers and droid seem to do the best as archers
Purple Flurp 2018 年 1 月 17 日 下午 8:48 
I see thanks for the help :^)
Softis 2018 年 3 月 7 日 下午 4:49 
That's kind of your problem right there, Star Wars Conquest is an extremely ranged-heavy environment. Infantry are only good on certain planets where both sides spawn very closely. On most maps though, ranged troops dominate. Also, cavalry are only useful on a small number of maps.
Mongol The Unwise 2018 年 3 月 10 日 上午 7:59 
引用自 Softis
That's kind of your problem right there, Star Wars Conquest is an extremely ranged-heavy environment. Infantry are only good on certain planets where both sides spawn very closely. On most maps though, ranged troops dominate. Also, cavalry are only useful on a small number of maps.

Cavalry is only useful on considerably large maps with space to move.
Such would be Dantoiine, Endor, Hoth, Yavin IV, Hypori, Kessel, Geonosis, Ryloth, Tatoiine Gamorr and Naboo.

Places where Cavalry are absolutely horrific would be Kamino, Bothan, Coruscant, Mandalore, Mustafar, Manaan, Corellia, Dac, Sarapin, Taris and Christophsis (While Christophsis is a very long map, there is little space to turn around, and cavalry is basicly useless after hitting the enemies with a charge.)

Overall, Most of the systems where battles are easier and maps larger are located in the outer rim areas. The systems closer to core are usually so tightly built when it comes to battlemaps that they server very poorly for battles in general.

One thing however where this mod goes very, very wrong, is sieges. They are almost without exception horrible in any map.

Ive attempted fixing the worst issues in many maps in my Turmoil Across the Stars module, which is directly built upon SWC. Especially in terms of sieges many systems have seen improvement.

Coruscant map was expanded upwards, adding new levels to the end of the map so that attackers have to climb up stairs and slay any foes in way.

Sarapin was expanded so that the Gates were opened, and the outside area with lava pools and low hills is used as an location for the attacker, and walls have been built standing platfrom to give defenders a place from where to fire on the attackers.

Kashyyyk had walls built on the beach so that defenders have high ground advantage, but attackers have trenches to use for advantage.

Hoth had trenches built for both attacker and defender.

Felucia has been not expanded, but rather utterly remade, with completely new map.

Geonosis has seen minor changes but is majorly the same as it was before.

Mustafar was remade for the most part. The map was expanded and bettered, and while its less like Mustafar now, it serves for sieges much better.

Hypori was altered to add more space, and obstacles o cover both attackers and defender.

There are perhaps some other changes that i do not remember now, but many maps remain unchanged as ive not found the time or ideas on how to fix them.
最后由 Mongol The Unwise 编辑于; 2018 年 3 月 10 日 上午 8:00
< >
正在显示第 1 - 4 条,共 4 条留言
每页显示数: 1530 50