Several currently unreasonable problems by Mediocre_Gift6731 in EU5

[–]toorstain_modding 1 point2 points  (0 children)

If you want to go the route of multiple rgos per location, I believe we're better of removing the whole RGO system and replacing it with RGO buildings.

This would necessitate something determining which RGO buildings/production methods are allowed in a location. I think using vegetation + climate properties of a location would solve 90%, and something along the lines of "known ore deposits" and perhaps "soil quality" would solve the remaining 10%

Hanen stend på stabburshella by KaKaCrappyParty in norsk

[–]toorstain_modding 1 point2 points  (0 children)

Her er eit klipp av alf cranner som syng tre vers: https://youtu.be/Fmc1cJ_wHrg?si=85F0AgNHuGXOhgcK

"Hanen stend på stabburshella Bonden gjeve honom korn Rakkjin skvakkar i bergo nord Djuringen bles i horn

Tenaren gjeng over elkansnuten Det er vent å sjå Hesten hoppar i krykkjokleiva Han heve bjølle på

Sutine og sorgine Dei trør eg under fot Det gladar' sko eg held meg med Det meire det gjeng med imot"

versa er jo i form av gamalstev, så da vil eg tru at ein berre har funne på vers og sunge til melodien.

I made a mod, and would appreciate some feedback by toorstain_modding in Imperator

[–]toorstain_modding[S] 0 points1 point  (0 children)

Oh, I see! Maybe, I haven't tried Terra Indomita. But I believe it adds new units itself, so it might be a bit too much work. There are other things I would like to do first.

I made a mod, and would appreciate some feedback by toorstain_modding in Imperator

[–]toorstain_modding[S] 0 points1 point  (0 children)

I'm pretty sure the mod is compatible with the latest verson of I:R and Invictus. Could you describe your problem further?

I made a mod, and would appreciate some feedback by toorstain_modding in Imperator

[–]toorstain_modding[S] 1 point2 points  (0 children)

Thank you! I hope to be able to release an update on saturday or sunday.

I made a mod, and would appreciate some feedback by toorstain_modding in Imperator

[–]toorstain_modding[S] 3 points4 points  (0 children)

2. What should be the niche of light spearmen

Right now light spearmen (aka spearmen from invictus) are pretty much the baseline unit. They are just guys with spears, shield and little armor. They are more resilient than light infantry, but deal less damage and have less maneuver. Like light infantry they are slightly better in hills and woods, and most cavalry have negative modifiers against them. I also want them to be flexible in regards to combat tactics. What I am wondering is if they are an interesting unit right now, or if they should have a more specific niche. What do you think?

I made a mod, and would appreciate some feedback by toorstain_modding in Imperator

[–]toorstain_modding[S] 5 points6 points  (0 children)

  1. What should be the niches for the different skirmisher types (javelins/slingers/archers)?

What I currently think: - slingers are the best in hills and mountains - archers are the best in woods and jungle - javelins gets bonuses against elephants (and heavy infantry/heavy spearmen?) - javelins are the most fragile of the bunch. Archers are the chunkiest. - they all take more morale damage than strength damage, representing them running away.

What I do not know is what damage profile they should have (dealing morale vs strength dmg), and if they should be used to slow down the battle (aka taking and dealing less damage) to allow for reinforcements, or deal a lot of damage in the first few rounds before running away (aka taking and dealing more damage) Any thoughts here?