Emacz Posted December 6 Report Share Posted December 6 Im still somewhat new to the modding, but wondering if palisade could do 1 damage every3-5 seconds with same change as spear cav, then apply a huge bonus against cav, so if cav get too close to the palisades they get seriously injured, but infantry (since they take up less space and are a little more maneuverable would only take a very small amount of dmg and could destroy the palisades. It's something I would like to maybe play around with in the historical patch if people have ideas on how it could be implemented and work as intended Quote Link to comment Share on other sites More sharing options...
Atrik Posted December 6 Report Share Posted December 6 You could create an aura for a easy solution. Ex: { "type": "range", "radius": 25, "affects": ["Cavalry"], "modifications": [ { "value": "Health/RegenRate", "add": -1 } ], "auraName": "Empaling", "auraDescription": "Cavalry -1 hp/sec", "overlayIcon": "art/textures/ui/session/auras/blood.png" } 1 Quote Link to comment Share on other sites More sharing options...
Atrik Posted December 6 Report Share Posted December 6 There is some "wooden pikes" models in the game maybe they would be good alternative to palisades where infantry can cross them without harm but cavalry would get speed debuff in addition of damages. 2 Quote Link to comment Share on other sites More sharing options...
Emacz Posted December 6 Author Report Share Posted December 6 3 hours ago, Atrik said: You could create an aura for a easy solution. Ex: { "type": "range", "radius": 25, "affects": ["Cavalry"], "modifications": [ { "value": "Health/RegenRate", "add": -1 } ], "auraName": "Empaling", "auraDescription": "Cavalry -1 hp/sec", "overlayIcon": "art/textures/ui/session/auras/blood.png" } Arnt you the one who said that too many aura's slow down the game though? But yes, quick simple fix! Thanks Quote Link to comment Share on other sites More sharing options...
alre Posted December 6 Report Share Posted December 6 also, more efficiently, it would be possible to have cavalry take back damage for each hit they land on the palisade. do palisades now have at least a cavalry damage resistance factor? 3 Quote Link to comment Share on other sites More sharing options...
Emacz Posted December 6 Author Report Share Posted December 6 2 hours ago, alre said: also, more efficiently, it would be possible to have cavalry take back damage for each hit they land on the palisade. do palisades now have at least a cavalry damage resistance factor? Yeah i actually like this more, but im not srue how to implement it. Palisades have resistance, but not "extra" for cavalry. Quote Link to comment Share on other sites More sharing options...
Atrik Posted December 6 Report Share Posted December 6 (edited) 3 hours ago, alre said: also, more efficiently, it would be possible to have cavalry take back damage for each hit they land on the palisade. do palisades now have at least a cavalry damage resistance factor? Maybe one could mod simulation/helpers/Attack.js to get this resistance, right now only bonus to attack is supported which can be used to make melee cavs dps x0.5 vs palisade or something. To give ideas to @Emacz, below the implementation of the bonus multiplier vs cav for spear cavs. Spoiler <?xml version="1.0" encoding="utf-8"?> <Entity parent="template_unit_cavalry_melee"> <Attack> <Melee> <AttackName>Spear</AttackName> <Damage> <Hack>4</Hack> <Pierce>3</Pierce> </Damage> <Bonuses> <BonusCavMelee> <Classes>Cavalry</Classes> <Multiplier>2</Multiplier> </BonusCavMelee> </Bonuses> Edited December 6 by Atrik Quote Link to comment Share on other sites More sharing options...
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