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Zgłoś problem z tłumaczeniem
Base mod has in big letters:
Multiplayer
The mod is reported not to work in multiplayer campaigns.
I can try to figure out a good ratio of building price increase to try to slow players down. But, I was having a hard time playing as Jaffar.
Elephants was left empty, because I missed it. I will ask in the OVN discord if they plan to add an effect to the building chain. Additionally, the suggestion of adding new bonuses for politics to some buildings right after saying that Araby is too fast paced confuses me. Adding additional bonuses for high or low control for urban vs nomad would just further the imbalance.
Economy and growth are diffcult subjects to nail down, because various races have differenet economic and growth potential. For isntance, I adjusted the resource buildings and infrastructure buildings almost to a one to one with comparsions to SFO changes to various race buildings. The resource buildings were based off of Cathy and the infrasturcure buildings are based off of Dark Elves. Araby has a lot of various ways to increase income: buildings, caraven, diktats etc... They also have rush construction from Dark Elves. The more features a race has the more it tends towards imbalanced.
Not all races have negative growth on military buildings. In fact most do not.
List of those with negative growth:
Bretonnia (1 building chains)
Cathy ( 6 building chains)
Dwarf (1 building chain)
Empire ( 6 building chains)
Kislev ( 8 building chains)
As demonstrated by looking up the effect wh_main_effect_province_growth_building_negative
under building_effects_junctions_tables.
Open up rusted pack file manager. Go to main_units_tables. Then change the value found under campaign cap from X to -1.
@Mike
That question would best be asked of the OVN team.
i was waiting for it
I made a mistake while balancing and comparing to handgunners.
I will increase the range to 180. I am not going to adjust the damage due to the unit in the base mod having the same damage values as vanilla handgunners. Thank you for the feedback. I sadly have not even had time to play a campaign of my own in awhile.
I would suggest:
increase range to 190 (currently 165)
increase jezail reload to 25 seconds (currently 20 sec)
increase base missile damage to 15 (currently 10)
increase ap missile damage to 35 (currently 30).
They would retain their dps but would have a different role on the battlefield serving as a more long range sniper like sentinals of astaril (but without their ability to shoot over units or shields and ridiculous melee stats).