-----Version 1.3 has been released!!!!!------
-Playing With 1.5x Unit Sizes is now available as an option!
After some testing, I decided that this is the biggest option I'm going to allow. 2x unit sizes just cause way too many problems, not too mention its twice as much work to maintain that many variants of the mod. From what I could tell, everything worked bug free with 1.5x. Naval battles, coastal battles, they all seemed fine, but I didn't do extensive testing. Personally I really don't enjoy playing with such large unit sizes, and I wouldn't even recommend it, but there were many requests so its available as an option. But I'll need those of you using it to provide any bug reports or problems that you might come across.
-Major improvements made to Cavalry.Cavalry have received the overhaul they desperately needed! A complete rework of the way Charge Damage is calculated was done. Diversity in charge values are present in all mounted units now. All Cavalry now have potential for dangerous charge damage, especially if performed to a flank or exposed rear. BEWARE Shock/Lancer Cav! Bringing spear units to the field and putting them in the right places is truly important now, as cav left unchecked will wreck havoc. Holding enemy units locked in a brawl with your own units and then swinging cavalry around to flank is truly a satisfying sight to behold now. However, you need to be sure that the cav you're sending in will be able to either finish the job, or manage their own in melee, as cav caught in a prolonged fight are vulnerable, especially against spears and pikes.
Sidenote: after talking with a few other modders I've discovered that the bug that causes extreme casualties when attempting to disengage your units is a new one with no solution in sight. This is something CA put in place to counter an exploit that was occuring in Shogun 2, and it seems they made a knee-jerk reaction and completely broke the ability to tactically disengage. I've searched high and low, this is truly something that only CA can fix.
-Nearly All Formations given bracing and defensive buffs in response to these deadly new cavalry.
Make sure you're paying attention to any formations that the AI might be using, and make use of them yourself, or you might find yourself asking why you just got pwnd.
-Hoplite Phalanx and Shield Wall now behave in the same way as Pike Phalanx and Attacking Testudo.
What this means, is that if you give your unit an attack or move order, and then tell them to assume their respective formation, they will continue to follow the order you just gave them while moving into their new formation at the same time, instead of stopping dead in their tracks and then dropping formation as soon as you give them the order again. Note, if you give them a double-click attack order AFTER assuming formation, they will still drop the formation, as these formations are not meant to be used while running.
-Morale Fine-tuning made to some missile units.
There were a few missile units with morale values that were a bit too high. They've been normalized a little more and the higher quality missile units should break a little sooner.
-Charge Speeds adjusted in all infantry.
Very minor boost to heavier infantry, minor boost to lighter infantry.
-All Pila-Equipped Infantry had their ammo count reduced from 2 down to 1.
-2 Turns Per Year and 4 Turns Per Year is now an optional file included in the download. I recommend 2tpy for best balance.
I'd also like to take this opportunity to thank everyone that has downloaded my Mod and provided feedback. I didn't expect it to get this popular. Seeing as I've broken 10,000 views of the thread, this seems like a good time to try and make things look a little more shiny. If there are any artists out there that would be willing to make a Thread Header Banner and sig banner for me, I'd be forever grateful.
I'll be on vacation until Monday afternoon, have a great weekend everyone.