Discussion in 'Modding' started by Francesco_Cavalli, Dec 26, 2016.
New English Musketeers
Uploaded to steam! http://steamcommunity.com/sharedfiles/filedetails/?id=856639010
Thanks! I already see it on the steam workshop! good job!
Hey, could you tell me how to upload to that workshop? I don't know how to do it
Here is the Guide
Dont you get it guys? Your musket balance mod is useless when still there is no morale mod. I can spam you to the death with my pikemen!
The point of this is to try to get a realistic system for everything eventually - If I wanted balance I probably would have just upped musket damage and left it at that. We'll get morale one day (or at least something faking it), until then I certainly find this more interesting than vanilla
I use this mod myself. The longer battles are far better than default.
This is not necessarily true. It depends on each musket balance mod and precisely how it balances muskets and pikes. Musket balance is an improvement on its own. Musket balancing will work better with morale but then so will everything. Morale is the final keystone of the entire realism arch.
As far as 17th C musket to pike balance goes, the ideal mod model would work like this, in my opinion. In early development from zero peace time and 1,000s or 5,000s resources start, say on a 2x (2 times) land map, pike power will dominate very early. You might need about 36 pikes to scout and guard structures and about 2 x 72 man pike groups for early attack or defense. That's a total of 180 pikes. After that, you should be able to start producing 17th C pikes and 17th C muskets in about equal numbers. This would depend on giving 17th C muskets a faster production speed to equal pikes and also more realistic shot damage and reload characteristics. All this assumes no diplomatic center or at least very expensive mercenary units. Historically, the pike to musket ratio changed over time as muskets got better. Eventually, the invention of the bayonet and further firepower developments rendered pikes largely obsolete.
I have been watching the progress of your Mod with interest, but notice it isn't updated to work with the latest patch?
Yes, I'm afriad I've been too busy to even turn my computer on let alone work on the game - I hope to get to fixing it soon
Also, please perhaps consider adding the Block house as an anti infantry deterrent, as requested by Norman and myself.
When you have the time of course, keep up the good work.
Not sure how the Cavalli Realism affects line of sight/reload times, but that would seem way too overpowered to build an unlimited number of those. They can fire at a constant rate from any line of approach, they mow down soldiers.
You can't build an limited amount of them, of course.
I've added them and I couldn't build more than 10 of each in a millions game mind you.
I just want to see how it carries over to a more realistic mod, and a popular one at that.
My other reason for it is if a lot of people like it, it could also serve as a rush deterrent in the vanilla game, since I basically never see a tower being built.
I agree with the unlimited number being too overpowering, there needs to be a restriction on the number.
Thank you for your reply. I understand the constraints of life vs hobby. Don't feel too pressured.
have you discovered a way to solve that melee problem so far?
I mean its really stupid if you send some hussars towards them and they get killed without defending themselves. I was able to increase gun damage at closer range but come on bayonetts are useless if they cant use them.
General's worked it out and shown me roughly where to go - I'll work on it this weekend (I hope) and give you a guide if I can. It's a change in function split accross several files so a bit more complex than combat changes achieved so far
Really glad of your work, I had left the forum because of dissapointment from the quality of the game but your mod gives me hope now.
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