Can anyone advise on a mod or method to implement cavalry penetration such as in Darthmod? I find the tendency for heavy cavalry to get stick in just a few ranks of infantry (especially loose formation bowmen) highly unsatisfying. Help appreciated.
Can anyone advise on a mod or method to implement cavalry penetration such as in Darthmod? I find the tendency for heavy cavalry to get stick in just a few ranks of infantry (especially loose formation bowmen) highly unsatisfying. Help appreciated.
If your heavy cavalry get stuck, chances are there's a bug, or you're not using them correctly. From my experience heavy cavalry, when set up well, plow through most units short of heavy spearmen/pikemen.
they realy underpower the heavy cavely
If heavy cavalry was more powerful I don't there'd be a point in buying any other units.
i think a good way to implement something like this is if you increased the power of heavy cav so they penatrated deeper, but also decresed their frontage. this would mean that you would sink into the enemy formation but do a roughly equal amount of damage to what they do now. perhaps something could be worked out so that cav knock people donw for some of their frontage like elephants do, but do a little less strait kills
^ strait rambling of ideas ^
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I think I know what you need, check this submod .
http://www.twcenter.net/forums/showthread.php?t=160244
It is called Realistic Cavalry charge and I tried it too, it is much better.
Last edited by speedyvm; September 23, 2008 at 08:03 AM.
Installed - but can see no difference.Originally Posted by
Originally Posted by [B
So Realistic Cavalry Charge has no noticable impact on your game? I've never used it, but it's been on my list of things to try.
TBH, most of my cavalry issues occur in the pursuit. Example from a recent battle I fought.
Playing Norway and on crusade, army of Crusader sergeants, peasant archers, a unit of merc crossbows, a bunch of viking raiders, a unit of svenner and a general. HRE bodyguard (31 men) attacks after rest of enemy driven off (they were a reinforcement). So HRE bodyguard attacks my full stack all by itself. They're down to 16 men due to missile fire before reaching my lines. They hit a unit of sergeants, inflict a few casualties and take a few (now down to 12 men). I flank out my general to sandwich them, they disengage, flank out and charge my archers. I order my general to charge them in the flank.
But, NO! My general unit swings around to trail them instead of hitting the exposed flank. HRE bodyguard hits my archers. I charge them with a unit of viking raiders from the front, waiting for my now apparently hopelessly confused general to get his feces consolidated and hit from the rear. My general unit "goes horse archer" on me. Just before contact, unit hesitates, pulls back and regroups. Result is that the HRE bodyguard inflicts about 50 casualties, loses three, and just trots out of the middle of it all to charge again.
HRE bodyguard, now down to nine, hits again. My general still can't get his thumb out of his rear, loses five of his own bodyguard. I pile on the HRE bodyguard with a second unit of viking raiders. Eventually, sheer weight of numbers causes the HRE bodyguard to rout with the general and two others remaining. No problem, right?
WRONG! Those three waltz out of the melee intact. I task my light cavalry to run them down. Light cav also "goes horse archer". Each time they're at the point of overhauling the fleeing bodyguard they hesitate, pull back and regroup before continuing pursuit. They never catch them.
So a lone bodyguard unit, reduced to half strength before even making contact, manages to inflict 89 casualties on a full stack and then outrun light cavalry across most of the map to escape.![]()
Last edited by aduellist; September 26, 2008 at 01:31 PM.
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Tks for publicity ,i thought nobody cares those mini mod.
@Pdguru This only have effect with old animations.(well... just 3 +reps im 812 downloads,maybe is not so good)but you try it in a custom battle with the some type of units,the AI with cav and you with infantry ,with and without those file.
Last edited by pajomife; September 26, 2008 at 07:04 PM.
Here, now you have +4 reps!
I think that animations help it a lot, there is more contact between cavalery units and attacked units. More contact there is a result of more damage inflicted and more casualties (for attacked units and cavalery, of course).
Having more contact betweeken units and avoiding those bugs presented by aduellist and me makes the gameplay more realistic and interesting.
Are you kidding? I have blocks of armoured sergeants, on guard mode, 5 ranks thick get plowed by mounted sergeants from the front. never mind if knights or bodyguards are the ones charging. any more powerful, and you should just call it Cavalry Total War. if the charge isn't working for you, make sure you don't double click attack, but single click, then hit r to charge when you're at a good charge distance. there is a technique.
when reading the topic title I was just expecting someone to make such a remark. Reminds me of the funniest server message I have ever seen in a game, its in neverwinter nights since the last patch that added horses. You need to click on an icon, then on a horse to mount it, but if you click on another player you get the message "you cannot mount another player"
Hmm, they are more efficient only they are charging, in rest there isn`t inflicted more damage. I think that submod is very important, because, in some situations, when you charge the cavalery they stop just before the impact. There are a lot of situations, when the enemy has loose formations or when they are routing, or when they are moving on the battle map, etc.
You perverts !![]()
I've tried that submod. Dosen't seem to make a difference though... Perhaps I installed it wrong?