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Thread: Empire Realism - Feedback and General Discussion

  1. #61
    DaVinci's Avatar TW Modder 2005-2016
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    Default Re: Empire Realism - Feedback and General Discussion

    A unit-disbanding is possibly via timed scripting feasable though, like remove unit x under turn condition, but that could hurt player and AI pretty much. Don't know if an exchange of units is possible via scripting, like exchange unit x for unit y in the same map position (ie. under turn condition as unit reform).
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  2. #62

    Default Re: Empire Realism - Feedback and General Discussion

    Haven't pikemans in vanilla disappeared from availble units to build after some research? They haven't disappeared totally-they were only not able to recruit AND replenish-so after taking casualities these were for good. I think that when I played ER 3.5 as France with the "Guard" unit from the start, after revolution and change to republic, they were changed into line infantry WITHOUT option to replenish them. I am not quite sure how this worked but I remember that I had to disband at least one unit which in time became useless.

  3. #63

    Default Re: Empire Realism - Feedback and General Discussion

    Revolution is coded in game files differently, every government type has certain exclusive units, which are destroyed if certain government type is overthrown - for example - French Swiss Guard is disbanded if you switch from Absolutist Monarchy to Republic..

    In 3.5 I have indeed used similar approach with Pikemen, which disappeared from recruitment once you upgraded your barracks. As mentioned, same approach is used with early cavalry right now. Thing is, Pikemans are almost completely gone now, as i have used their slot for different units (German Fusiliers instead of Austrian Pikemen, Colonial Garrison Militia instead of Colonial Pikemen, Saxon Line Infantry instead of Prussian Pikemen... i still have one slot left from standard Pikemen, but i will probably use it soon for some unit - I'm opened for suggestion here)



    Anyway, some ideas about Trade Companies implementation:
    - As mentioned above, first two trade ports will be available at the start - first tier will only allow building frigates and sloops, while second tier will also include 50gun SOL. Only one recruit point will be available. Second Tier will also increase export capacity for local goods. (here i plan to add requirement for certain custom resource, which will be only available in some provinces, to make sure second tier port (and all others) wont be buildable in insignificant provinces that never had major trading ports)
    Third tier trade port will enable recruitment of East Indiaman ships, but will be only available after "Trade Companies" research is completed (this will replace one of second tier economy techs). Trade company Research will also enable recruitment of specialist Company Line Infantry and cavalry (sepoys will be available without research)

    let me know what you think of it, and feel free to post any ideas.

  4. #64

    Default Re: Empire Realism - Feedback and General Discussion

    Quote Originally Posted by JaM View Post
    Trade ships are not Trade ships anymore... instead they are now Armed Indiaman, and they carry 38 guns each, so in normal circumstances, they are comparable to normal 4-rate ship. If enemy ships were badly damaged, that could have some negative effect on autoresolve - Every ship that has its hull damaged over 80% will sink, so maybe in your autoresolved battle exactly this happened..
    In the version You linked for me there are still Trade Ships (maximum of three, 12 Guns, 2928 Hull) and Armed Indiamen (maximum of nine, 38 Guns, 2928 Hull). 50 Gun ships I own have 2928 Hull, too. Tooltip declares them to be Flagship Frigates (maximum of six).
    Opponent was an 84 gun SOL. As it's now raiding one of my trade routes the tooltip shows it with no damage on those small green indicators, and Hull is given as 6620. It is now - and, I guess, was before - accompanied by one - before: three - Privateer ships. Bar indicates heavy hull damage - more than it was the case before that autoresolve - and tooltip says Hull is at 2716.

    The Xebecs I used came from an earlier naval battle, where one of my 50 gun Flagship Frigates, accompanied by two Armed Indiamen and two Trade Ships were attacked by four Xebecs. The Trade Ships - carrying 12 of 38 guns at that time, though they can't be repaired to really carry 38 guns - immediately routed. I then managed to damage three Xebecs enough so they could be boarded by my Armed Indiamen, got one by demasting it and had to watch the last one run away.

    So the auto-battle was: three Xebecs with between 18-20 of 24 guns and some hull damage (though I can't say how much..) plus two Trade Ships, who considered themselves damaged enough in the previous battle to rout immediately..
    The french fleet had before engaged a pirate fleet of four Xebecs. They were a bit faster than my fleet of three 50 gun Flagship Frigates I had send to get those Pirates.. which would have destroyed that Pirates with little damage to themselves, I guess..

    So, okay.. those Privateers are about equal to the Xebecs gun- and hull-wise. As both were damaged - the Privateers a bit more than my Xebecs, I guess - there was a good chance of routing them. But that 84 gun Ship should not have been routed by meager Xebecs and nearly noncombatant Trade ships..
    So, I guess, the only way my ships could win that battle was the same tactic that I had used before - sail away directly into the wind and not get caught. Told You I've seen the AI doing it before
    AI often keeps it's ships in line, so the slowest ship gives the speed for all - in this case: the big fat 84er, which sails against the wind like a brick. Trade ships rout in one direction, Xebecs sail - not routed - away from the opponent.. battle end without any real damage done. Victory for the Defender.. That's about the only way how I could explain that battle outcome..

    New trade system with Indiamen being available only after research sounds good to me. This will lessen the amount of money available in the early turns of the game. I guess most AI nations won't be hurt by it, 'cause very few of them seem to be eager to use those trade spots anyway. In most campaigns I've played so far, there seldom were more than a handfull of trade spots occupied by AI ships and usually it were only ships from France, Spain, Britain, Portugal, Venice and the Ottomans. Even in those campaigns where I deliberately did not take all free trade spots even later in the game, I haven't seen much of other nations' trade ships / Armed Indiamen anywhere.

    I do not like the concept of an automated exchange of units against newer versions that much.. For example I rather LIKE sakers and culverins. Way more boom than the 6-lber / 12-lber and they fit the defensive style of battles I like to play - drag the opponents in front of Your guns, then shred them into small bits.. But if the would change into their newer counterparts automatically I'd just have to adapt to it

    Filmor wrote:
    I have made a test: custom battle 50 gun SoL vs 50 gun SoL, as soon as battle started I turned around and exposed my astern. Enemy ship placed himself on about half maximum range and fired 3 salvos on fully operational ship-that caused rout. First two salvos haven't done nothing-third destroyed 3 guns. I think that 3 guns are not enough to cause rout.
    Did it rout terminally or would Your guys maybe have regained their morale after getting a bit off from the battle?
    I had quite a few battles, where one or more of my ships got routed when being fired at from astern, but usually as soon as they put some distance between themselves and the opponent, the larger ships stopped their rout, depending on how the rest of my ships fared.

  5. #65

    Default Re: Empire Realism - Feedback and General Discussion

    No, units wont be changed automatically.. Its the recruitment option that is gone,once you build more advanced arty building and research appropriate tech.. you can still keep older guns if you want.


    And regarding those ships, i will have to check again,but i remember changing those Trade Ships into 32gun Armed East Indiaman.. (maybe something got wrong.)


    And regarding raking fire - it will still produce that effect, even though not that big - to rout a ship now, you will also need to do some damage

  6. #66

    Default Re: Empire Realism - Feedback and General Discussion

    May I humbly request the good modder to separate mods in different packs? I disabled Darthmod to play this mod.

    There are things I noticed that are not realistic IMHO
    accuracy (too low, a minute shooting each other will result in only a handful soldiers dead)
    reload (too fast, they look like using bolt action rifles not muzzle loaded)
    fire by rank (why is it gone? Its a beautiful thing) (Or is it? I just read you removed it. Havent tried researched and test it yet)
    the walls are gone too but not much problem with that (land batlles are cooler. but without walls it might be slight unrealistic?).
    the run ability is gone(The most turn-off IMO). The charging forces looked like slow motioned poeople, even the fleeing soldiers are marching double pace they should be terrified, running and screaming. also while you chase them by cavalry, the cavalry just walks behind them I had to command them to charge through them. I think removing run ability caused this.

    sir please separate these things in different packs. I really like everything in the mod except those mentioned above.

  7. #67

    Default Re: Empire Realism - Feedback and General Discussion

    Accuracy is realistic. if you look at statistics, you needed about 450 rounds fired to kill one man during Napoleonic era. Musket fire was more of a morale breaker. But, as you noticed, i have increased rate of fire, so it matches the animation - standard soldier would only ram to bullet down 2-3 times max, instead in all ETW mods you see soldier ramming bullets 15-20 times which is completely nonsese for smothbore muskets - such thing was only needed for older rifles, where marksmen sometimes had to hammer the bullet down,which was very slow... So, both rate of fire and accuracy are representing the way how these weapons were used in 18 century.

    Fire by rank was removed because it was not used on battlefield of 18.century - its actually early 17.century drill, but CA made it wrong,because third rank should fire first, then second and first would fire last - this is important because it was not that easy to reload musket kneeling, and you really don't want somebody firing over your head...) plus actual animation is very problematic and unresponsive, where whole unit wont fire, until every single men is in his place, so if one men gets stuck somewhere, entire unit wont fire... same issue is with reloading.. sometimes unit engage enemy that is on the far left or right. In that case, only portion of the unit will fire. But if you order that unit to engage somebody directly in front, entire unit will wait until all men have reloaded - even if just few of them fired before... With 2 rank volley fire this will never happen, because every soldier is firing as soon as he can and they don't need to wait for entire unit. Plus I'm using enhanced animation created by Darthsith, which is NTW firing animation ported to ETW...

    Regarding movement - all speeds are altered to match the reload speeds, so you get realistic amount of fire against advancing enemy towards you. Mind you - this is 18.century combat - soldiers were marching in straight line and were not allowed to leave formation even if burning grenade rolled near them... running was something that was not allowed at all... Charge was performed by unit walking double pace straight at enemy. Cavalry didn't crashed into infantry at full speed, because horses are not machines, and they wont do that..instead, cavalry engaged infantry in closed ranks walking towards infantry and pushing into their formation to break it and cut it to pieces...
    Cavalry is still able to run,anyway its speed is also adjusted for realistic speeds. Cavalry doesn't walk, but moves at trot (200m/min), and charges at gallop (300m/min) anyway if horses gets tired, it took like 15 minutes until horse would regain full lungs capacity, and during that time they wont be able to run at all...

    I understand all this might be quite a big shock for players who only had experience with Darth mod, anyway whole goal of this mod is realism. And once you play few games and get used to these combat mechanics, or spend some time reading some historical book from this era, you suddenly notice how well tactics you read about work within this mod..

  8. #68

    Default Re: Empire Realism - Feedback and General Discussion

    thank you for the info sir. I just came fom M2TW so i am used to barbaric running and charging, then came to ETW with darthmod. I never knew that soldiers of that era was very disciplined so I thought that it was unrealistic. Now I see that the significance of cannons have escalated (just like the mod says it is important). I wont question the realism anymore, sorry for that, but can you separate the pack files? I dont know how much trouble that is, but if it isnt much work, can you please do it sir?

  9. #69

    Default Re: Empire Realism - Feedback and General Discussion

    not sure what you mean separated - we already have several packs which contain different mod aspect, gameplay changes are in ER_Main pack, while Graphic stuff is in ER_Graphics, and animations,scripts, texts etc are in ER_Essentials

  10. #70
    Minas Moth's Avatar Senator
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    Default Re: Empire Realism - Feedback and General Discussion

    @regarding the cavalry charge
    it seems that 18th Century and early 19th Century Cavalry actually never charged an enemy in full gallop. it was always at trot and for several reasons. As Baron de Jomini (contemporary of Napoleonic Wars, and one of the better acknowledged military theorists of that time) pointed out (here I will paraphrase): There is no sense in charging the enemy infantry at full gallop as the cavalry unit that will preform the charge will get disorganised far away from the enemy and will not be able to produce any effect. Also, a gallop charge would effectively render second line of cavalry unable to provide any support if the breech was made and even worse would heavily suffer in morale and especially organisation if galloping unit would be repulsed and then return the way it came. This actually became a principle (one of few strict rule in warfare) that was uphold even in the 19th Century. Even during the American Civil War, it was common for Cavalry (when it actually did fight like cavalry) to trot towards the enemy and then gallop away. Trot is far better for unit cohesion and delivery of charge effect.

    gallop was somewhat suited for lighter units (like hussars) although even such units didn't actually charged in gallop. this is a common misconception among people: they read charge as full out run into the enemies position. in reality, that would probably result with horse stopping 6 feet from bayonets and throwing the rider in enemies lines

  11. #71

    Default Re: Empire Realism - Feedback and General Discussion

    About that charge the question is: Was 18/19 century cavalry able to inflict more damage to enemy by galloping into it? I think that it is rather sure for example in medieval times, where that was normal tactics due to heavy armor and maybe even more important-much superior horse training. I would say that for sword wielding, lighty armoured(as compared to medieval) cavalry fast charge was useless. Maybe lancers could so something if they were professional soldiers and had lances at least 2,5 meters long.

  12. #72

    Default Re: Empire Realism - Feedback and General Discussion

    Actually, in the War of Spanish Succession at least the English used platoon fire. I'm not quite sure when or how it spread amongst the other powers, but it remained as one of textbook fire drills throughout Europe into the Napoleonic Wars.

    The fire by rank is not alike to the fire drills of the previous century. Before when they had slower reloading muskets/arquebuses they used a revolving system much like the one used by gunners in M2TW. During the second half of the 17c the French used a drill with 6 ranks of muskets where they would fire one rank at a time. The front would start. After firing each rank would lie down. When all ranks had fired they would all reload.

    The Swedes also used 6 ranks in the 17c. The pikemen companies of a regiment would be in the center and the musketeers on either side. While in six ranks they could use the revolving system for generic shooting, but they also had a drill where the the six ranks became 3 and they would all fire in a volley at incoming enemies.

    The flintlock muskets were phased in at the end of the 17c. They reduced reload time and therefore the number of ranks.

    In the Great Northern war the Swedish infantry was 1/3 pikemen, 2/3 musketeers including grenadiers, organized in 4 ranks. Since the Caroleans were ultra offensive they would advance on the enemy, fire and then charge. They may have advanced and fired one salvo, then advanced even closer and fired a second salvo from a different rank, I don't remeber specifically. I believe only the Russians were also using pikemen by this time.

    I'm not sure if it's possible to add custom fire drills or if there are current animations to illustrate the old fire drills in game. If not then my take on it would be to give professional infantry units platoon fire by default and have a later research that allows 2 or 3 rank volley fire, but let the Swedes start with this technology.

  13. #73

    Default Re: Empire Realism - Feedback and General Discussion

    Guys, all fire drills in ETW are either broken, unrealistic or both.. Platoon Fire in ETW is optimized for 72 men in the unit. If unit is larger, firing peloton is too small. In platoon fire, single fire team was usually composed of two companies, British used 3 fire teams within battalion. With ETW Platoon fire volume of fire is just too low to trigger any morale breaking threshold, no matter how it is set. Plus, this drill requires fixed unit spacing, otherwise unit starts to extend before firing which takes a lot of time, so most of the time your unit wont fire full salvo against approaching enemy, while it also requires all men in position to start firing...

    Fire by rank is as bad as platoon fire, plus, is unrealistic and broken in effect - instead of starting fire from rear rank, front rank fires first, and men wont start reloading until all ranks fired. CA tired to "fix" that by adding some bonus to reload for fire by rank, but thats just a workaround for bad animation, nothing else.. And there is an issue with firing synchronization, where entire unit wont fire, if just one of men didn't reloaded his weapon, no matter if enemy is attacking and are just about to hack you to pieces...

    Because all of those HUGE problems, i have decided to completely remove ALL fire drills, and instead use 2-rank volley fire, which doesn't have these limitation - And i mind you - while for human player, its possible to micromanage units to behave properly with those drills, AI has HUGE ISSUES with fire drills, which incredibly reduces (quite low) AI effectivity in combat...



    So, yes, ER is realism mod, but only to a degree this game allows it.

  14. #74
    Minas Moth's Avatar Senator
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    Default Re: Empire Realism - Feedback and General Discussion

    Quote Originally Posted by Filmor View Post
    About that charge the question is: Was 18/19 century cavalry able to inflict more damage to enemy by galloping into it? I think that it is rather sure for example in medieval times, where that was normal tactics due to heavy armor and maybe even more important-much superior horse training. I would say that for sword wielding, lighty armoured(as compared to medieval) cavalry fast charge was useless. Maybe lancers could so something if they were professional soldiers and had lances at least 2,5 meters long.
    You contradict yourself... the knights of medieval times (especially the heavy ones) surely didn't charge the enemy at gallop. They would loose cohesion and momentum like any other cavalry force. Yes, galloping charge looks great in the films and in games, but in reality there is no way that a knights charging in gallop would manage to deliver as potent force as when example at the trot or somewhere between the trot and a gallop. 18th/19th Century cavalry couldn't achieve anything when galloping, for already said problems of loosing cohesion momentum etc. Usual tactic for most of the 18th century was to ride to the enemy (either in gallop or trot) and then fire a pistol and retire. however, charges in gallop would not be made against an enemy. the only instance in which I can imagine galloping charge would be pressing the broken enemy. Even Cheval-legers, Uhlans and other lancers weren't galloping when charging, and they were far superior in mobility to any medieval knight. If you gallop, you will as necessary consequence have some men riding far forward, while others will be left behind. so essentially your lines would all be entangled among each other. also such a charge would fail to achieve equal amount of pressure on the troop that it is attacking. there is no gain in having two-three horsemen coming in contact with the enemy on one part of the line, 4-5 in the middle, and some 6 on the other part of the line, while the rest is still approaching the enemy. cavalry as a shock force greatly depended on its ability to deliver significant punch, at a certain place of enemies position (not to be confused with the troop they actually attack) in a timely manner.

  15. #75

    Default Re: Empire Realism - Feedback and General Discussion

    I chose to have ER_main.pack disabled. I have tested it and have seen that by removing it, it removed the battle animations and the configured research tree(which is fine for me however unrealistic it is). These are the obvious things but will it disable something else? like the CAI and BAI configuration. if the improved BAI is still present will it still work properly if the firing drills/formations are absent?


    Sorry if I have a lot of questions but maybe it is easier if you would give a breakdown of what "ER_main.pack" and "ER_essentials.pack" contains/modifies.
    and how come that your pack files doesn't need modmanager to activate?

  16. #76

    Default Re: Empire Realism - Feedback and General Discussion

    Practically everything important is in the ER_Main.pack.. not sure why you want to disable it..

  17. #77

    Default Re: Empire Realism - Feedback and General Discussion

    United Provinces Grand Campaign - Winter 1712 (Beta 4 - the file You send me on the 12th of March)

    Had to replay three turns, due to Save-Bug (CTD when loading a saved game, seems three save files were bugged)

    Spoiler Alert, click show to read: 

    The Prussia-Poland-Austria Situation...
    Different from all previous campaigns I've played so far, these three are NOT at war with each other. As a matter of fact, they are even all allied.

    Austria and Poland are at war with France - though not with Spain, as the spanish seemed not ready to support France..

    Because of the lack of other valid targets, the Prussians decided to conquer a region of the only nation they are at war with: Algier (previous property of the Barbary States..)

    The Maratha - Mughal Situation

    Very, very slow progress for Maratha.
    Right now they own Carnatica, Hydarabad, Maradnagar, Orissa and Bijapur. The rest of India is in firm Mughal hands..

    Russia (Poland) - Ottoman Empire
    Seems not much has been going there.. Though Poland has taken Serbia and Russia conquered the Crim..

    France - Britain Situation

    Well... they are at war.. at least it's supposed to be a war.. though nothing has happened.. apart from maybe both blockading a harbour or a trade line of the other for a turn or two.. There had been a large naval battle with two British 70 Gun and three 50 Gun ships coming as support for a UP 50 Gun ship the french attacked, and a french fleet made of four 70 Gun and two 50 Gun ships.
    That battle turned into a nasty infight, 'cause the british entered the map as support and had to sail against the wind. The french decided not to go after their initial target - my 50 Gun ship - and instead turned to engage the british ships. Maneuvering got very slow, due to the big ships turning against the wind. My ship had to sail without being able to get the wind in it's sails. It took it 45 minutes real time to get in gun range. In that time a french 70 gun ship and one 50 gun ships along with one british 70 gun ship and one 50 gun ship had already surrendered. The other british ships were down to about 60% guns and crew, the french had fared a bit better, with one of their 70s being nearly undamaged.. when my ship came into gun range, two of the still active british ships were routing, then got back when I managed to rake the french 70 guns from behind.. five minutes later the battle was won by the allied british/UP fleet..
    Too bad this battle had happened during one of the turns which ended as bugged save files

    Situation of the United Provinces:

    Allied with Britain, Prussia, Poland, Austria, Venice, Württemberg, Saxony, Westphalia, Hannover and Genoa (whom I offered a tech and 5000 cash for an alliance, on which they made a counteroffer of getting an Alliance with me paying 25,000 and giving me Corsica - which I accepted)

    At war with: France, Mysore

    France went to all out war vs. Austria and it's allies a couple years ago, but had to do so on their own, as no ally was joining them (or had been asked to join the party). Since then France has lost it's island in the carribean and French-Guyana to me. Not other regions have changed hands (yet) due to this war. In preparation for going after the french regions on the North American mainland I've conquered Texas (with my carribean troops and a general, one artillery unit and one cavalry unit which were shipped to the carribean from Holland), 'cause my force seemed a bit inappropriate to deal with the french troops in Louisiana. So Texas was taken and some native troops are mustered to accompany the campaign into North America.

    Mysore was the logical target for my expansion into India, because at the time I declared war they weren't allied with anybody.. So troops mustered at Ceylon were shipped to the indian mainland and now are laying siege on Mysore's capital. Next might be Goa.. or the Maratha regions.. not sure where to go right now ^^

    Got three Army stacks right now:
    - a big one in Amsterdam, waiting for the spanish to attack me.. (general, two sakers, two culverins, ten line infantry, two dragoons, two heavy cavalry) Could easily send them to France to take it, but it's not worth the effort (and a bit too unrealistic for my taste.. I'll rather wait 'til the spanish decide to wage war against me, then take Flandres and maybe the Elsace with these troops...)

    - One made up of carribean troops now going after Louisiana (general, one sakers unit, one early heavy cavalry, four line infantry, one native elites and one native skirmishers)
    - the last one in Mysore, made up completely of troops mustered in Ceylon (two guns, four sepoy infantry, four company infantry, two native lancers, two company cavalry + general)

    Total war effort seems a bit slow..
    Not many regions have changed hands so far, most small nations (except for the Crim, Pueblo Indians and Pirates..) are still alive, and the latter two were destroyed by me..

    Spain seems to sport quite some fleet of 50/60 gun ships.. not sure if the cost for these keeps them from building enough land units to go for other regions.
    France has a big fleet too, it seems. In the lost save game they had a battle, in which they lost three 70 gun ships to a combined UP/British fleet..

    Trade slots are occupied by the usual suspects.. Britain, Portugal, Venice, Genoa, the Ottomans and UP - though I try to keep it low, occupying only one trade spot per trade theater and using only three ships per trade theater..
    France had a trade fleet, too. But when they decided to go after my traders, I send some 50 gun ships to retaliate.. managed to take several of their traders and a 84 gun as prize *cough* (I needed five 50 gun ships to get that 84 gun SOL down.. three of my ships routed during the battle, but came back. I only managed to win by bringing two of my ships in position ahead and behind that big one and raking it with full broadsides for about five minutes..)

  18. #78

    Default Re: Empire Realism - Feedback and General Discussion

    Quote Originally Posted by Minas Moth View Post
    You contradict yourself... the knights of medieval times (especially the heavy ones) surely didn't charge the enemy at gallop. They would loose cohesion and momentum like any other cavalry force. Yes, galloping charge looks great in the films and in games, but in reality there is no way that a knights charging in gallop would manage to deliver as potent force as when example at the trot or somewhere between the trot and a gallop. 18th/19th Century cavalry couldn't achieve anything when galloping, for already said problems of loosing cohesion momentum etc. Usual tactic for most of the 18th century was to ride to the enemy (either in gallop or trot) and then fire a pistol and retire. however, charges in gallop would not be made against an enemy. the only instance in which I can imagine galloping charge would be pressing the broken enemy. Even Cheval-legers, Uhlans and other lancers weren't galloping when charging, and they were far superior in mobility to any medieval knight. If you gallop, you will as necessary consequence have some men riding far forward, while others will be left behind. so essentially your lines would all be entangled among each other. also such a charge would fail to achieve equal amount of pressure on the troop that it is attacking. there is no gain in having two-three horsemen coming in contact with the enemy on one part of the line, 4-5 in the middle, and some 6 on the other part of the line, while the rest is still approaching the enemy. cavalry as a shock force greatly depended on its ability to deliver significant punch, at a certain place of enemies position (not to be confused with the troop they actually attack) in a timely manner.
    What do you mean by loosing momentum(m*v) when charging in gallop? If you agree that some approached enemy between trot/gallop it is not really clear what it was. Generally I could agree with you as it is sure that galloping is more demanding for horses and disorders formation. But I would not generalize as there are many factors which don't follow that thinking. First of all I don't think that medieval, heavy knight, would be very focused on his mobility. His task was to get to his enemy, engage and destroy/rout any adversors. As you mentioned heavy armor accounted for fast cohesion decrease but when knights engaged in fight they haven't cared much about discipline/plans-they were just killing enemies. Knights were not professional army-they were professional soldiers but surely not the disciplined ones. The problem with different time of approach was a matter of training and btw on the distance of charge it could not be different than maybe 1 second which is totally indifferent for overall effect.

    The more heavy the horse the slower it approched the enemy-that is sure, but in the end every horseman tried to hit the enemy as hard as he could. Armor was not only physical protection but it also encouraged knights as they were feeling immune so they were not fearing crushing into enemies. 18/19 century looks totally different because wall of bayonets in firm hands gave not much chances for survival if someone hit into it.

    There are sources which describe some units charge quite precisely and galloping is not denied in them. Try looking for polish hussars battles or if speaking about 18/19 century, even Jam's text on this forum-it describes how charge could look and it doesn't seems slow as the shock was tremednous.

  19. #79

    Default Re: Empire Realism - Feedback and General Discussion

    I think they meant the Marathas to be slow (They aim for realism). The web says Maratha v Mughal war endured 27 years. Marathas are the victor. So in Empire Realism 27 years x 3turns per year you might conquer India in 81 turns(depends). The slow war progress is very nice compared to vanilla where I just move my stacks to a settlement click auto-resolve then to the next settlement.

  20. #80

    Default Re: Empire Realism - Feedback and General Discussion

    I disabled it because I dont want the accuracy. It makes me impatient(I was like "just die already!!!"). but if disabling the ER_main would sacrifice some other important elements, I would activate it since I love everything else in this mod. but I dont know what else is gone.
    so please? can you post a detailed breakdown of these packs. Sticky it? put it in your changelog and they might also be useful for other players who wants to incorporate this mod to oher mods.

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