![]() removed throwing items from vaegir trained archer so they will only spawn with bow like intended. added short sword to all skirmishers and fighting axe to throwing axmen to make them more usefull after throwing weapons have been depleted Their crossbowmen are one of the best lines of ranged attackers in the game. Their spearmen have a combat advantage against cavalry but are only moderately useful against other infantry. (This will take a few days in game to see the changes and you will have to still defeat the existing bandits that were there before the update) The Rhodoks are an unusual faction like the Nords the Rhodoks have no cavalry, only infantry and crossbowmen. They were too powerful and keeping the NPC lords from doing what they should be doing. changed bandit spawns back to how they work in native. their faces are normal and you are able to see them in the portrait screen when you talk with them fixed graphical bugs with swadian archers. SSH samurai/nord armour set - SacredStoneHeadĪnd all the helpful people on the modding forums from Tale Worlds. New Female face model and textures(v1.3 Updated) - Broken_oneīaraban's Armors and Helms - Baraban Sternaxe Tavern Animation Pack - Slawomir of Aaarrghhīodyguards/Escorts in Town/Village Scenes (Open Source) - Caba`drin You are able to recruit bandits, sword sisters, manhunters and mercenaries from taverns. You will need to start a new game.Īll bandit trees fully upgradeable to a unique troop. This mod is not SAVEGAME compatible with native or any other mod. I added a bunch of elite units from the AoE games to have fun with but some names of changed to stay within Calradia lore. I was inspired by the Age of Empires series of games. And I now know which infantry I should mix together for an effective, varied army.This is a BRAND NEW, built from scratch mod. Really great in depth comment there and after reading it I realised that my question was a little vague. It seems to me Ranged attacks have advantage though, with good archers you can melee mounted as needed. The Vaegirs have unfocused infantries that can't decide if they are light cavalry or skirmishers, the Khergit have not infantry, and the Swadians' and Saranids' are decent but nothing special. The infantry of the other kingdoms range from poor to decent. I personally find that nord vets have a much easier time winning a siege than almost every other faction, except maybe the Rhodoks, with their amazing shield walls and bolts. Also they are the same level as the Nord Veterans, and have less hit point than the Nord Veterans, with only a marginally better armor to boot. Vaegir guards have a higher tendancy of wielding two-handed weapons, and have no access to thrown weapons (unlike the Sarranid Guards and the Housecarls), making them easy targets to be picked off during siege. You completly left out the vaegir guards, which is defenitly not poor quality if i get about 20 to 30 of them mixed with skirms you can take most castles It basically comes down to what purpose of an Infantry you want them to full-fill. Originally posted by Sigmar's Faithful:Hah, that depends on what "best" stands for. But a line of Rhodok spearmen is a deadly trap against any frontal cavalry charge. IMO they are slow, and are not meant for beserker-type assault the Nords are good at doing. The Rhodoks have the best anti-cavalry unit and are pretty decent in close combat. But the Nords absolutely sucks at anti-cavalry role due to short reach (they never have pole-arms, and throwing axes rarely hit their target). ![]() Also low level nord infantrymen have pretty big shields that can save their hides. Nord Veteran and Housecarls can face any infantry one-on-one and almost always come out on top (one-handed+shield and thick armor, etc.) Their strength lies in their ability to charge head-long into mobs and win. The nords have the most straight-forward infantry. Hah, that depends on what "best" stands for.
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