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Thread: mod_weaker_anit_cav_v3

  1. #1

    Default mod_weaker_anit_cav_v3

    This mod make gaming style a little like RTW and MTW (and the Shogun 1) but Cav still relative weak.
    Pure version only have unit_stats_land_tables.

    copy *.pack to \data
    ------
    unit_stats_land_tables:
    * Naginata Inf +7/+5 (from 15/10), Yari Ashigaru +9 (from 20), Yari Samuri +15(from 25), Great Guard and Yari Cav +6 (from 10), Light cav +4 (from 7).
    * Yari Cav / Light Cav / Bow Cav / Great Guard +2 Atk +1 Def, Yari and ranged Samuri/Monk/Hero +1 Atk, Yari Ashigaru +1 Def;
    * Improve Bow Cav missile stats greatly, reduce Bow_Ashigaru_Oda missile stats slightly.
    ------
    unit_tables:
    * Unit unkeep adjustment: higher Oda Ashigaru, lower Hattori unit, higher bow Ashigaru, lower matchlock, and other minor adjustments.
    ------
    _kv_rules:
    * boarding Atk/Def bonus: 10 -> 4
    * Flank/Rear bonus: 8/25 -> 6/15
    * fatigue/height bonus: reduced to 66.7%

    Another 60% version included, anti_cav level of Inf is 6/9/12/15, more close to Shogun2 setting.
    Last edited by bebear01; April 11, 2011 at 08:29 AM.

  2. #2

    Default Re: mod_weaker_anit_cav v1

    The anti cav stat in Shogun2 is extremely high, even reduced to 60% it's still very high but reasonable: Yari Samuri 16 bonus, Yari Ashigaru 12 bonus.

  3. #3
    Radious's Avatar I came, I saw, I modded
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    Default Re: mod_weaker_anit_cav v1

    The bonus for Yari Asigaru and Samurai is there for reason, your cavarly should always avoid these units. They are suppose to attack sword units, archers, siege equipment. Lowering anti cavarly bonus makes yari units bit redundant.

  4. #4

    Default Re: mod_weaker_anit_cav v1

    agreed, but some people like to play that way.

  5. #5

    Default Re: mod_weaker_anit_cav v1

    This mod is unnecessary - as others have said, you're not supposed to attack spearmen with cavalry - unless they're engaged with infantry and you attack from the rear or flank.
    OPEN BATTLEFIELD CAPTURE POINTS AND IMPACT PUFFS HAVE GOT TO GO!
    REVERT INFANTRY THROWING PILAE TO ROME TW'S SYSTEM AS IT WAS PERFECT!

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  6. #6

    Default Re: mod_weaker_anit_cav v1

    In RTW and BI, elite spear just +8.

  7. #7

    Default Re: mod_weaker_anit_cav v1

    This mod just make cav not die so fast when facing spear and pike.

  8. #8

    Default Re: mod_weaker_anit_cav v1

    thanks,you are right.

  9. #9
    crunchyfrog's Avatar Semisalis
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    Default Re: mod_weaker_anit_cav v1

    Quote Originally Posted by bebear01 View Post
    In RTW and BI, elite spear just +8.
    Morale wasn't so critical either, and charges imo wasn't that deadly either.

  10. #10
    Winged_Hussar's Avatar Foederatus
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    Default Re: mod_weaker_anit_cav_v3

    "you're not supposed to..." lol? you're not supposed to because you're not supposed to - THAT is the logic of this ridicoulous anti-cav bonus defenders srsly guys

    the boni are simply retarded and a result of the rock/scissor approach (and partly lazyness) on part of CA. i opened a thread in the darthmod section adressing this problem. now i would like to get this mod working with darthmod, is it possible? (right now if i use this mod darthmod isn't working properly)

    to all anti-cav boni defenders: it has nothing to do with realism, it is even retarded from a purely gameplay perspective to have such ridiculous boni. cavalry is worthless in this game, just like it was in most ca games, because any peasant with a magic-stick aka Creative Assembly Spear will kill everything on horseback with ease. spearmen can march, spearmen can turn their back to cav, get charged, perform a turnover and annihilate a cav unit in 10secs... why do you think there were that much ashigaru armed with spears/pikes and they were trained to march in FORMATION and don't loose cohesion? because otherwise a cavalry charge would annihilate everything. ingame you can even countercharge a full speed cavalry charge with yari samurai and the cav gets literally massacred. countercharging cavalry with yari like spears in reality would result in total annihilation of the footsoldiers. even with longer spears you have to keep a very good and close formation to withstand a cavalry charge front on, and then good morale not to break up the formation after the charge happened. cav charges in flanks and rear should always be totally destructive yet they aren't. if the ground isn't completely flat and your cav isn't at fullspeed you can loose your whole cavalry to a peasant unit, even if charging in the back and the spearmen are already engaged in a melee. this was always a problem in ca games, and everybody striving for more plausible and "realistic" battles will acknowledge that, there is no reason defending it with baseless "facts" aka you're not supposed to .... then NOTHING because there is no reason other then CA didn't wanna invest the time and resources to make a better game, when most people are satisfied with this cheap rock/paper/scissor approach. that said, cav shouldn't be uber killing machines, but they most definitely lack a LOT of staying power compared to infantry. on another note they should be even more expensive, etc. many things regarding cavalry would need work to satisfy people who seek realistic and plausible battle mechanics.

  11. #11

    Default Re: mod_weaker_anit_cav_v3

    How do i get this mod?

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