Fantasy Men-at-Arms

SIZE

11.16MB

SUGGESTED GAME VERSION

*

Mixael
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DESCRIPTION

[h1]Fantasy Men-at-Arms[/h1] As the title suggests, this mod adds some stereotypical fantasy Men-at-Arms to the game, such as treants, owlbears, wargs, and more. Also some undead infantry, maybe I'll add more races later on. You can choose to either give everyone access to monsters (though culture groups usually only get access to 1-2 monsters each) or to only enable them for yourself. Or do both, whatever floats your boat. However, this mod will NOT add new races, cultures, religions etc. I created this mod to use it alongside other fantasy mods such as Lord of the Kings. That means that I might add support for such mods, but I won't guarantee it. [h1]Balance[/h1] This mod adds a new unit type: monsters. Monsters are typically larger than humans and very deadly, however taming them is not an easy task. As such their stacks are smaller, but their stats make up for it. Monsters are countered by pikemen and other monsters, however a little bit differently than the way vanilla counters usually work. Each monster counters one other monster regiment. That means two fully reinforced regiments will be dealing 77.5% damage while fighting each other (which dynamically changes as some die in battle). Pikemen are a tiny bit worse at countering monsters, one full regiment can barely counter a monster regiment. There is also some undead units, they have slightly different stats from vanilla units. More will probably be added later. As for the stats on any units this mod adds: I greatly appreciate any feedback. I don't want monsters to completely obliterate everything in their path. I want them to fit into the game. If you feel like some monsters are too strong/weak, let me know. Balancing all the stats is not as easy as it seems, so if you are interested check out [h1]How to enable the units[/h1] There are decisions available to enable whatever units you wish to play with. Keep in mind though that this enables them for your whole culture. There is also a major decision that will enable the different kinds of monsters throughout the world. Currently India, parts of the near east and the turkish culture group have no monsters assigned to them. The Ugro-Permian and Volga-Finnic culture groups use undead. There is also some culture groups that will use more monsters that others. [h1]Feedback[/h1] As mentioned earlier, any feedback about the balance of the units would be greatly appreciated. Also, getting the AI to use these units has proven to be a bit of a challenge, should you see excessive use of monsters in certain culture groups let me know. If there are some monsters that you think would fit into a certain area, let me know. But I will not guarantee that they will be added. I will also not add any flying monsters as that would require a whole new unit type and way too many new counters.

REQUIREMENTS

Crusader Kings III

Crusader Kings III

Full game


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