Adjustable Missiles – Ranged Combat Tweaks [MCT]

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Author: AceTheGreat

Last revision: 29 May at 00:59 UTC (1)

File size: 3.02 MB

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Description:

Ever wanted to darken the skies of the Old World with more arrows than in Yasuke episode five? Or maybe you are tired of even low tier archers dominating the battlefield from turn one?

With Adjustable Missiles, missile balance is in your hands!


Core Features
  • Your game, your rules: configure the strength of ranged units exactly how you want!
  • Stat-level control: tune individual stats to shape missile balance to your vision!
  • Global or categorical: make global adjustments, or tweak missile units by category!
  • Fairness optional: optionally choose separate settings for the player and AI!

All settings are configured via the Mod Configuration Tool, and changes will be applied upon reload or the start of the next turn. Only applies to campaign, not custom battles.


Unit Stats

You can tweak the following unit stats in order to balance missile combat to your liking.

  • Accuracy: change the spread of a unit’s projectiles by n flat. Most units have a base accuracy of 10, gain +3 per rank, and it cannot go below 0. Check my note at the bottom of the description.
  • Reload Skill: change how quickly a unit reloads by (roughly) n%. Units are still limited by animations, and increasing this beyond a certain point may have little effect.
  • Ammo: change how much ammunition a unit carries by n%.
  • Range: change the maximum range of a unit by n%. Does not guarantee accuracy by itself.
  • Base Damage %: change the base missile damage of a unit by n%.
  • Explosive Damage %: change the base explosive missile damage of a unit by n%, if present.
  • AP Damage %: change the armor-piercing missile damage of a unit by n%.
  • AP Explosive Missile Damage %: change the AP explosive missile damage of a unit by n%, if present.
  • Base Damage Flat: change the base missile damage of a unit by n flat. Does not affect explosive missile damage.
  • AP Damage Flat: change the armor-piercing missile damage of a unit by n flat. Does not affect explosive missile damage.
  • Explosion Radius %: change missile explosion radius of a unit by n%, if present.


Unit Categories

Units are divided into the following categories for easy configuration. Categories are distinct, and do not overlap. Global is an exception, and will stack with the other categories.

  • Global: includes every unit, and stacks with other categories. No submod patching required.
  • Character: includes every lord or hero unit. No submod patching required.
  • Artillery/War Machines: includes every artillery or war machine unit. Submod patches included, see below.
  • Single Entities: includes every single entity unit, except characters, artillery, and war machines. Submod patches included, see below.
  • Infantry: includes every infantry or monstrous infantry unit. Submod patches included, see below.
  • Cavalry/Chariots: includes every cavalry, monstrous cavalry, or chariot unit. Submod patches included, see below.

The categories are based on how each unit is defined in the DB and UI, and largely depend on how each unit is implemented by its author. I use a series of rules to determine the categorizations, but these may not always be perfect, and are subject to change.


Player vs AI Settings

All categories provide separate settings for the Player and AI, and are synchronized by default. You can uncheck the "Use Player values for AI?" option to edit the AI settings separately, and you can recheck it to synchronize them again.

You can also disable the effects entirely for the Player or AI on the Misc. page in MCT.


Compatibility
  • Safe to add and remove mid-campaign. The effects are applied or removed via script upon campaign load or turn start. To uninstall, toggle the "Enable Mod" option and reload your save, and then unsubscribe. Alternatively, unsubscribe and simply go to the next turn.
  • Global and Character settings do not require any patching, and will work out of the box. If you are only using these two categories, any modded units will work automatically.
  • Other categories such as infantry or cavalry/chariots do require patching in order for modded missile units to be included. Luckily, these patches are included in the main mod, so no separate download is required. Click here[github.com] for a list of currently supported mods. Feel free to request support for any additional mods in the comments.

Recommended Mods

Longer Battles Mod to slow down battles; pairs great with a reload skill decrease.
Reduced Accuracy From Rank (+2) for more control over accuracy gains.
More High Angle Fire to make missile units a little more likely to fire over obstacles when possible.
Increased Firing Arc to make missile units able to fire more often without turning the whole formation. Only affects vanilla.

Check out Adjustable Combat to tweak other unit stats!


Note

There is a vanilla bug that prevents unit accuracy from dropping below 0. Since most units only have an accuracy of 10, this limits the functionality of the mod if you wanted to lower unit accuracy further.

Please upvote my bug report[community.creative-assembly.com] on the Creative Assembly forums. We already have 10 votes, but additional ones will make it more likely to be addressed. Thanks!

Download
Required items:

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Jar Core LibrarySteam Workshop
Mod Configuration Tool - v0.9 BetaSteam Workshop
Revisions:

Old revisions of this mod are available below. Click the link to download.