I like these stat numbers for Magyars better. They can still totally dominate a battlefield, UNLESS the AI or player mistakenly chooses to use the horse archer units for melee. I lowered armor and melee numbers more percentage wise, than their archery numbers. They may still be a tad high but they are much more realistic and in much greater danger if the units do not stay away from heavy cavalry or spear men.
I tested the combat performance a couple times. They still do alot of damage and would receive alot less if the AI didn't forget they were horse archers.
type Hungarian Nobles
dictionary Hungarian_Nobles ; Magyar Nobles
category cavalry
class missile
voice_type Heavy
banner faction main_spear
banner holy crusade_cavalry
soldier Hungarian_Nobles, 24, 0, 1
;mount heavy horse
mount breastplated magyar pony
mount_effect elephant -4, camel -4
attributes sea_faring, hide_forest, can_withdraw, can_formed_charge, hardy, general_unit
formation 2, 4.4, 3, 6, 3, square
stat_health 1, 0
stat_pri 8, 3, cav_composite_arrow, 190, 25, missile, missile_mechanical, piercing, none, 0, 1
stat_pri_attr ap
stat_sec 6, 4, no, 0, 0, melee, melee_blade, piercing, sword, 15, 0.4
stat_sec_attr no
stat_pri_armour 4, 14, 0, leather
stat_sec_armour 0, 0, flesh
stat_heat 6
stat_ground 0, 0, 0, 2
stat_mental 6, disciplined, highly_trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 660, 155, 80, 185, 660, 2, 240
armour_ug_levels 3
armour_ug_models Hungarian_Nobles
ownership hungary, slave
era 0 hungary
era 1 hungary
recruit_priority_offset 0
type Magyar Cavalry
dictionary Magyar_Cavalry ; Magyar Cavalry
category cavalry
class missile
voice_type Light
banner faction main_cavalry
banner holy crusade_cavalry
soldier Magyar_Cavalry, 32, 0, 1
;mount fast pony
mount nomad pony
mount_effect elephant -4, camel -4
attributes sea_faring, hide_forest, can_withdraw, very_hardy, cantabrian_circle
formation 2, 4.4, 3, 6, 3, square
stat_health 1, 0
stat_pri 6, 2, cav_composite_arrow, 170, 25, missile, missile_mechanical, piercing, none, 5, 1
stat_pri_attr ap
stat_sec 3, 3, no, 0, 0, melee, melee_blade, piercing, spear, 15, 0.45
stat_sec_attr no
stat_pri_armour 3, 9, 0, flesh
stat_sec_armour 0, 0, flesh
stat_heat 5
stat_ground 0, 0, 0, 2
stat_mental 3, normal, trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 320, 130, 55, 135, 320, 12, 130
armour_ug_levels 1
armour_ug_models Magyar_Cavalry
ownership hungary, slave
era 0 hungary
era 1 hungary
recruit_priority_offset 0
type Kabar Cavalry
dictionary Kabar_Cavalry ; Kabar Cavalry
category cavalry
class missile
voice_type Light
banner faction main_infantry
banner holy crusade_cavalry
soldier Magyar_Cavalry_ug1, 32, 0, 1
;mount fast pony
mount nomad pony
mount_effect elephant -4, camel -4
attributes sea_faring, hide_forest, can_withdraw, very_hardy, cantabrian_circle
formation 2, 4.4, 3, 6, 3, square
This gives the magyar light horse, melee 3, missile 12, and armor 12. Nobles have 6, 18, and 18. This makes the threat of engaging needlessly in melee combat more dangerous, as it was in real history. When the magyars got caught in melee combat, they were trounced. As the numbers were before, the magyars not only actively engaged in melee against even heavy infantry, spearmen and cavalry, but would win. With slightly lowered missile attack (closer to the best of other units not double as it was about at before), with armor and melee combat numbers lowered a bit more, I think they perform more realistically. BTW it seems my Kabar cavalry stats got cut off, but they are the same as the magyar light horse.