Re: BRAN'S EMPIRE BATTLE AI MOD
I am really enjoying using your battle AI mod! The combination of longer range for muskets with low accuracy at long range means that preserving ammunition is much more of an issue. I'm more conscious of managing limited resources in battles, there is more of a need to replace units which are tired and low on ammunition with reserves (and to order some units to hold their fire early in the battle, until they are at close range).
Not only do enemy units re-form after routing - in a battle at Quebec, I saw three infantry units which had routed recover and form a new line. It was as if a brave officer had taken command of this part of the army and decided to form a rearguard, holding my army back while other units fled the battlefield. The fact that enemy units are more likely to return to the fight makes it more important to use cavalry to pursue broken units and to keep watching different areas of the battlefield. I can imaging my army becoming surrounded, if I keep sending infantry forward without pursuing defeated enemies and if enemy units re-form all around my army - that would seem especially appropriate with factions which use 'hit and run' guerrilla tactics.
I've seen enemy cavalry used to much better effect. In one battle, I ran my militia infantry to occupy a high ride overlooking the enemy infantry and cannon. The enemy cannon started firing on my infantry (while my cannon were still being pulled towards the ridge) while the enemy cavalry charged my rangers; if my general and his bodyguard had not counter-charged to defend my light infantry, then the battle might have been lost.
I warmly recommend this mod to anyone who would like battles to be more exciting and challenging!
Last edited by Alwyn; May 13, 2017 at 02:00 AM.