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  1. #1

    Default Overpowerd Cavalry

    First off, love the mod. But could you direct me to what part of the game you changed that gave the ability for any peasent on a horse to demolish any unit not using a spear within seconds? It kinda ruins the game for me having to protect my Armored swordsmen from Hobilars lest they get run over and demolished before my spearmen can run the 10 meters to re-inforce them.

  2. #2
    Campidoctor
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    Default Re: Overpowerd Cavalry

    Hell yeah calvary is overpowered but, I enjoy it this way because historically calvary did rule the battle field.

  3. #3

    Default Re: Overpowerd Cavalry

    I got no issues with cavalry ruling the battlefield, in fact before i loaded up this mod I was trying to think of a good way to buff cavalry up some more, without affecting their charges (which already were devestating)

    Problem with cavalry in this mod is that they seem to be able to insta-charge, standing deadstill in the pack of troops they still can charge at will, utterly destroying any unit.

    This is the same reason that spearmen demolish cavalry, ever charged spearmen in vanilla? you'd normally lose a few horses on the charge, and almost no spear men would die, because cav are infinitely charging through packs of spearmen, they are just getting utterly destroyed.

    I got no problem with Cav beats inf/archers, Spearmen beat cav, inf/archers beat spearmen kind of thing, but the issue is that cav can whipe out a unit so ridiculasly fast that it's impossible to compensate, I've put off playing the game until i can get this fixed back to how it's supposed to be.

  4. #4

    Default Re: Overpowerd Cavalry

    just a suggestion ...

    I think the cavalry acts fairly realistic.. but you can always edit the unit size if you think they rule the field a little too much..

    for me, I left the cavalry unit sizes alone and increased all infantry sizes..

    Bodyguard units I changed to 8 in the txt file.. which equates to 20 men in the unit.. this works sweet... because you have to think before throwing your general into combat... plus it reminds me of 1 feature I really liked about MTW was the size of the general unit....

  5. #5
    gubbs's Avatar Tiro
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    Default Re: Overpowerd Cavalry

    A common misconception re: the (over) potenency of units in DLV is their experience and the difference it makes.

    I noticed this is all Total War games, green troops need 2-3 experience before they become really effective.

    Armoured swordsmen will suffer against cavalry .. you would expect them to. Hobilars were lighly armoured, but their spears and higher purchase would allow them to get in among infantry and cause havoc.

    Personally, I notice that cavalry have a superb initial shock factor but will quickly be cut down thereafter. Assuming your troops have sufficiently high morale, and your general is in close proximity and is skilled, you shouldn't have too many issues.

    If they have 3-5 experience, vs green troops, I would expect them to be beaten off only after heavy losses ..

    Also .. spearmen have superb potency against all cavalry types. Spear militia can really make a mess of even the finest heavy cavalry. With this in mind, ensure your flanks are protected by Billmen or cheap Spear units. Keep a second line of 'shock' or 'elite' troops in reserve to counter attack and you'll be laughing.

    In the time period, the initial charge was all. That is why timing is so important. You need to strike when morale is wavering. Many examples of cavalry charges in history that have failed to break the enemy lines and been brutally crushed .. Hastings 1066 a good example. The conroy could not breach the shield wall and the Norman Knights suffered terribly against the Danish axe. Yet when the Saxons broke ranks, the Normans were able to effectively put them to flight.

    Hobilars are fun tho. I don't know if its intentional but they seem to be very ill-disciplined troops vs' other cavalry types. I have a hell of a time getting them to follow orders and not charge all over the place when a fight begins.
    Last edited by gubbs; February 06, 2008 at 08:11 AM.

  6. #6

    Default Re: Overpowerd Cavalry

    well chargers demolishing a unit of foot soldiers was realistic.. light scouts like mounted sergeants.. not so much.

    On the other hand the idea that a frontal charge of heavy cavalry into a line of short spearmen would result in anything but most of the spearmen dieing is ridiculous too.

    Cavalrys power unrealistic power vs non spear units is balanced by its unrealistic weakness vs short spearmen and then the fact that pikemen in general are stupidly overpowered vs any other type of non missile unit. If i was gonna focus on one area to fix it would be how powerful pikemen are vs rear cavalry chargers and vs infantry... its the same **** as RTRs phalanx and a completely stupid ability to keep all other infantry at the end of their spears with no way to get through... its not at all how phalanxs or pike formations actually functioned.

  7. #7
    Leonnidas's Avatar Semisalis
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    Default Re: Overpowerd Cavalry

    Quote Originally Posted by Prowler View Post
    First off, love the mod. But could you direct me to what part of the game you changed that gave the ability for any peasent on a horse to demolish any unit not using a spear within seconds? It kinda ruins the game for me having to protect my Armored swordsmen from Hobilars lest they get run over and demolished before my spearmen can run the 10 meters to re-inforce them.
    It's supposed to be like this, cav > swordsman, use spears but use them in deep formation or they will b dead

  8. #8

    Default Re: Overpowerd Cavalry

    Thats all well and good... but... Just tell me what code you changed so i can change it back, call it personal preference. I like infantry battles, any cavalry in a fight turns makes the fight end almost instantly, even 2 cav units fighting each other is over in seconds, with massive losses on both sides.

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