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  1. #1
    Primicerius
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    Default cavalry charge distance? v 6.01

    in the vanilla MTW II, player controlled cavalry most of the time was not able to deliver consistent charges, most of the time switching to 'normal walk-up attack' instead. one of the solutions proposed by someone (sorry, cannot recall his user name right now) was to reduce the cavalry charge distance from 45 to 30 (35 works too). since then, I always modded my game reducing cavalry charge distance to 35 and was quite happy with the charge results I got.

    in stainless steel 6.01, charge values have been raised quite a bit though whereas the charge distance is still the vanilla 45. of course, first thing I did was re-edit all cavalry charge distances to 35. with the higher charge values of stainless steel, my (and AI's) cavalry seems way too deadly (including hobilars and border horses...) now though... what's the suggestion? should I mod down my cavalry charge values to the vanilla ones?

    i presume, the charge values in SS were raised to counter the 'broken charge' effect when the cavalry would charge (over the 45 distance), someone would encounter a stone (or a piece of grass, or anything) and the whole unit would switch to normal walk-up-to-the-enemy attack.

  2. #2

    Default Re: cavalry charge distance? v 6.01

    Quote Originally Posted by Slaists View Post
    in the vanilla MTW II, player controlled cavalry most of the time was not able to deliver consistent charges, most of the time switching to 'normal walk-up attack' instead. one of the solutions proposed by someone (sorry, cannot recall his user name right now) was to reduce the cavalry charge distance from 45 to 30 (35 works too). since then, I always modded my game reducing cavalry charge distance to 35 and was quite happy with the charge results I got.

    in stainless steel 6.01, charge values have been raised quite a bit though whereas the charge distance is still the vanilla 45. of course, first thing I did was re-edit all cavalry charge distances to 35. with the higher charge values of stainless steel, my (and AI's) cavalry seems way too deadly (including hobilars and border horses...) now though... what's the suggestion? should I mod down my cavalry charge values to the vanilla ones?
    As long as you have the kingdoms disks and then find and install the 1.5 patch, which is out there somewhere, your cavalry should charge as they are supposed to. Next get the SS6.1 patch (which you may already have labeled as v6.01). This fixes alot of other stuff.
    Optional sub-mods to improve game performance are SSTC and every single patch available for it as well as RR/RC1.2/1.7.

    Medeival Cavalry was DANGEROUS! They were the kings of the battle field as long as they could charge. This is especially so with the heavy horse. But it realistically takes them some distance to get 'up to speed.' Horses don't have the most amazing acceleration when weighted with an armored man and barding...

    i presume, the charge values in SS were raised to counter the 'broken charge' effect when the cavalry would charge (over the 45 distance), someone would encounter a stone (or a piece of grass, or anything) and the whole unit would switch to normal walk-up-to-the-enemy attack.
    No, charge attack values were raised to better simulate the massive carnage that a cavalry charge would create. The distances were raised to give the horse more time to accelerate and differentiate between the classes of cavalry. Heavy horse needs more space to charge, medium and light horse need significantly less.

    The kingdoms patch and 1.5 go a long way to fixing the 'broken charge' effect.

  3. #3
    Primicerius
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    Default Re: cavalry charge distance? v 6.01

    Quote Originally Posted by Notimeforaname View Post
    As long as you have the kingdoms disks and then find and install the 1.5 patch, which is out there somewhere, your cavalry should charge as they are supposed to. Next get the SS6.1 patch (which you may already have labeled as v6.01). This fixes alot of other stuff.
    Optional sub-mods to improve game performance are SSTC and every single patch available for it as well as RR/RC1.2/1.7.

    Medeival Cavalry was DANGEROUS! They were the kings of the battle field as long as they could charge. This is especially so with the heavy horse. But it realistically takes them some distance to get 'up to speed.' Horses don't have the most amazing acceleration when weighted with an armored man and barding...



    No, charge attack values were raised to better simulate the massive carnage that a cavalry charge would create. The distances were raised to give the horse more time to accelerate and differentiate between the classes of cavalry. Heavy horse needs more space to charge, medium and light horse need significantly less.

    The kingdoms patch and 1.5 go a long way to fixing the 'broken charge' effect.
    hmm... i've got v 1.5 MTW 2 and v 6.1 SS. when i did the charge distance change from 45 to 35: all cavalry (including light and heavy) had their charge distance set at 45 - no difference (between light and heavy). and player controlled cavalry still had the 'broken charge' effect. not anymore when i set the distance to 35.

  4. #4
    Primicerius
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    Default Re: cavalry charge distance? v 6.01

    Quote Originally Posted by Notimeforaname View Post
    As long as you have the kingdoms disks and then find and install the 1.5 patch, which is out there somewhere, your cavalry should charge as they are supposed to. Next get the SS6.1 patch (which you may already have labeled as v6.01). This fixes alot of other stuff.
    Optional sub-mods to improve game performance are SSTC and every single patch available for it as well as RR/RC1.2/1.7.

    Medeival Cavalry was DANGEROUS! They were the kings of the battle field as long as they could charge. This is especially so with the heavy horse. But it realistically takes them some distance to get 'up to speed.' Horses don't have the most amazing acceleration when weighted with an armored man and barding...



    No, charge attack values were raised to better simulate the massive carnage that a cavalry charge would create. The distances were raised to give the horse more time to accelerate and differentiate between the classes of cavalry. Heavy horse needs more space to charge, medium and light horse need significantly less.

    The kingdoms patch and 1.5 go a long way to fixing the 'broken charge' effect.
    ok, gotta correct myself here... i actually am running v 1.03... i tried to install 1.05 and despite downloading direct2drive version, could not get it run (it seems, direc2drive.com are offering the out-of-the-box version of the patch rather than the digital download one) so I reverted back to 1.03. well, if 1.05 does fixe the 'broken charge' -- i'm all for paying those extra 29 usd for the boxed version and applying the patch then. will report what happens when i install that sequence (kingdoms out of the box + 1.05 + stainless steel 6.1). it's a shame that they have not been able to deliver a reliable digital distribution patch though. after all, i paid fair price for it (the digital distribution version).

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