Better Skink Cohorts

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Author: YTetsudo

Last revision: 25 Jul, 2021 at 16:31 UTC

File size: 53.71 KB

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Description:

While the Skink Cohorts are low tier, cheap infantry, I always felt that there was no real reason to ever recruit them. Their stats were simply too low to really achieve anything in combat. Now that Saurus can’t be recruited at the very beginning of a campaign, the Skinks are more important than ever. I wanted to change them into frontline cheap infantry and make the Skinks with javelin a smaller, more low tier version of the Chameleon Stalkers. So I boosted them.

Changes made :

General

– Slightly higher armor and leadership
– Slightly higher mobility and maneuverability
– Slightly better shields
– Higher melee stats and weapon strength

Skinks with javelins

– Slightly lower range
– Better accuracy and reload
– More ammos

Update : Lowered range and ammos for skins with javelins
Lowered AP damage for melee and distance weapons

Compatibility : Anything that does not change the stats of the Skinks should be ok. If there is any problem, don’t hesitate to contact me.

NOTE ———————

This mod is going to be part of a serie of mods that I am currently working on, aiming to "rebalance" (buff) certain factions to be more logical and consistant with their lore capabilities. It will NOT be a balanced serie of mods and the different races will clearly not perform at the same level. Consequently, I will divide this serie into races and each race will have their own modpack to buff certain units (like here with only the Skinks) so that you all can choose your prefered race and go to town with it or choose a challenge and go full madman against races designed to be more powerful.