Rewan’s 1.7.1.1 – Alternative Vanilla Unit Balance
This is my take on 3K unit balancing, I felt the game didn’t address a lot of issues with units with 1.7.1 ergo the 1.7.1.1 (even if technically we’re on 1.7.2 now…).
Key points :
– This aims to be as compatible as possible with other mods for Campaign usage.
– This also aims at keeping the idea of the Wu Xing into the battle. Basically you have to imagine several "rock-paper-scissors" with units (Such as Blue > Red > Yellow > Blue and Red > Purple > Green > Red)
– Units are rebalanced. Tier-ing up provides more benefits than before. For exemple most units will get slightly more attack rate as they tier up, for cavalry the unit count actually increases with tier-ing (tier 1 cav is now smaller whilst tier 3 cav is now larger)
– Weapons are rebalanced. Bonus damage is much more prevalent than in Vanilla. (ie : spears and ranged weapons actually good against elephants for exemple, spears also do much more bonus damage against cavalry/large now). Melee cavalry is now also equiped with anti-infantry swords to stick to the Wuxing approach of being able to win against Purple units. Bows do their pre-1.7 damage again but most ranged weapons now have longer reloading times, with more reloading bonuses going into the unit tier and less into the unit XP rank.
– Shields have been changed a bit, basically considering the weight/ease to use/material to try and strike a balance for all the stats they provide. Heavier shields such as the Imperial Guards/Heavy Spear Guards Tower Shield provide more Frontal Missile Block Chance and Armor but less Melee Evasion.
– Unit costs have been adjusted in MP and SP. (Currently WIP). There was also a pretty big adjustment for the chevron cost in MP, upgrading units is now usually a mean to bridge between tier gaps rather than a pure money sink.
– Unit attribution in MP have been slightly changed (Currently WIP) – For exemple, Dragons units for Han now adhere to the double Wu Xing element : You can recruit Jade Dragons as a Commander as well as with a Vanguard.
– Some of the unit abilities have been changed (Such as Do or Die). Some units also got access to more defensive formations. (Such as the Heavy variants of the Crossbow units)
What this does not do :
– Add new units (I think finding a use for all vanilla units is more interesting than adding 80 variants)
– Change the unit look (however I did change some values according to what I felt the units were using – rather than what CA felt they were using. Which means that using a mod that change how the unit looks – like giving heavy iron armor instead of a simple iron armor will obviously lead to disrepancies)
– Touch most of what heroes/general do, the only change to them is actually their horse speed value. Typically in Vanilla all horses become heavier as the quality increase, now horses weight is determined by their breed (Brown/Red = Heaviest whilst Black = Lightest)
Tables edited are :
– kv_rules
– battle_entities
– composed_entities
– custom_battles_loadout_to_skills
– custom _battles_loadout_to_unit_sets
– custom_battle_unit_sets_to_units
– effect_bundles_to_effects_junction
– ground_type_to_stat_effects
– land_units
– land_units_templates
– land_units_to_unit_abilities_junctions
– main_units
– melee_weapons
– mens
– mounts
– projectile_explosions
– projectiles
– special_ability_phase_attribute_effects
– special_ability_phase_stat_effects
– special_ability_phases
– ui_unit_stat_to_classes
– ui_unit_stats
– unit_armour_types
– unit_attributes_groups
– unit_attributes_to_groupes_junctions
– unit_experience_bonuses
– unit_experience_thresholds
– unit_shield_types
– unit_special_abilities
– unit_stats_land_experience_bonuses
Revisions:
Old revisions of this mod are available below. Click the link to download.