This mod is discontinued. All my recent updates are being put on Ars Gratia Artis:
http://www.twcenter.net/forums/showt...ated-14-10-13)
There you will find all the changes to cavalry, elephants and units.
This mod tries to rebalance cavalry in the game to make horse infantry worth in comparison to infantry and not just an "harassing" force.
Changes:
Re-balanced cavalry as a whole(new). Now in normal circumstances melee cavalry beats infantry, shock cavalry beats melee cavalry (but it's weaker against infantry) and anti-cav infantry beats both; moreover the longer the weapon the more advantage cavalry has against infantry. It may be not very historically accurate (apart for the weapon bonus) for the period but gameplay speaking it is the best approach, hands down (and how previous titles worked). After very many testings nothing beats this balance and renders certain factions that have shock cavalry more powerful in cavalry and every unit have its meaning. Yes, historical fidelity is important, but gameplay balance is even more and the way CA made Cavalry in this iteration didn't have much rhyme or reason: melee cavalry was half anti-cav or not depending on the weapon used, shock cavalry was much weaker than melee cavalry so it had not much place, anti-cav infantry had no place in the same way because infantry did beat cavalry no matter what.
Increased charge bonus for all cavalry units. As it was in vanilla many times horse infantry had less charge than melee one, and this didn't make any sense. Now charge bonus is balanced both on type of cavalry (missile, melee, shock) and type of weapon used (with lance cavalry having the greater bonus).
Increased melee defense for shock cavalry. In vanilla Rome II shock cavalry had really too low melee defense bonus and even with the changes in patch 3 beta shock cavalry routs really too early just for this. Now shock cavalry cannot still sustain prolonged melee but at last it will be able to not rout until you can do something about the issue by retreating or reinforcing.
Increased bonus vs. infantry for melee cavalry. In vanilla melee cavalry had a very little bonus vs. infantry. If you do sum this to the default very little charge and the fact that cavalry has much less men than infantry it's easy to understand how melee cavalry cannot stand against even average infantry in melee in this game. Now melee cavalry cannot still stand toe to toe with good/elite infantry (as it should be, given the limitations of the period, apart for Cataphracts) but at last it will be able to hold its own against average one.
Adjusted armour bonuses for cavalry. This was really odd as in vanilla cavalry didn't scale type of armor with type (light, medium, heavy, very heavy, super heavy) while infantry did; in almost all cases (bar one or two) even very heavy cavalry still remained with at max leather armor. I very much think it is a bug because it doesn't make any sense, especially for the fact that infantry instead scale armor properly. This is another motive why (added the the points above) cavalry is so subpar in this game in comparison to infantry.
Reworked Cataphracts(update). Now they carry shields and are hands-down the best cavalry in the game. In previous versions I reworked them as melee cavalry but with the most recent changes I reverted them to shock cavalry becaue there is no more need to have them as melee cavalry and so that they are even more specialized than before (in the fact that they are also specialized anti-cav now being shock cavalry).
Revisited all speeds of run/acceleration/deceleration for types of cavalry. Now for example super heavy cavalry (as Cataphracts) will have take much more to stop after a charge and they will many times go "aboard" through the ranks, as it should be, given the mass.
Added armor bonuses to mounts depending on weight and mass. In melee very armored horses made no difference whatsoever from very light ones. This is now corrected. This change includes also armored elephants.
Missile cavalry has more range but with less accuracy. The range of missile cavalry in the game was very very low in confront to infantry. This added to the less men made missile cavalry much less powerful than missile infantry. Now they both have good points and drawbacks and are more balanced.
Steppe and Estearn missile cavalry gets bonuses on accuracy. The steppe and eastern horse archers were known to be the best missile cavalry of the era, so it is appropriate they get a little boost on accuracy in confront to other missile cavalry.
Anti-Cavalry weapons bonuses increased. With the changes in the mod cavalry becomes more powerful and for this it is indispensable a way to balance the increase in power. Now units that carry anti-cav weaponry have greater bonuses against them so they can counteract cavalry better. This in turns make the gameplay more intense and balanced because cavalry is more powerful but anti-cav units will make short work of them even more than before.
Balanced factions cavalry bonuses. Averni now have no more the best all around cavalry (on top of the best all around infantry). For example the German Noble Riders are now the 2nd more powerful cavalry (after Cataphracts), no more Noble Horses. Also Praetorians are more powerful than Noble Horses now (albeit only slightly).
Compatibility:
Use this mod with any other Battle Mod around without too many problems. It is true that the tables will override some of the ones existing in them but the tables changed are anyway very little modified by all Battle Mods currently available so you will have no issues.
Installation:
Extract the pack (with 7-Zip or Winrar), chose the compatibility version you like (vanilla game with no mods, Radious, Improved War or Close Combat) and then put its content inside the "Data" dir under the Rome II installation folder.
Notes:
You will notice that there are no more various compatibility versions in the packed file. This is because with the new changes there is no more need. These changes will just override those of other Battle Mods because I've seen that almost nobody of them anyway changes drastically units attributes, so there was no point to have 3 different versions for just a single digit change. It will be compatible with other Battle Mods and even make them better.
If you are an user of Armour Reworked just use this mod along it, it will override the default tables with these ones.
If you liked more the old version (prior 3.0) you can find it here. The difference is that cavalry is not re-balanced for type (it is the same mess as in vanilla) and Cataphracts are melee cavalry plus changes in armour coming from Armour Reworked that make units more balanced are not there so stats are sometimes strange (as Cataphracts having strong melee defense even with a very high armour).
History changes: