Hey
How to increase speed on cavalry?
Hey
How to increase speed on cavalry?
EDU.
type Mercenary German Knights
dictionary Mercenary_German_Knights ; Mercenary German Knights, m
category cavalry
class heavy
voice_type Heavy
accent German
banner faction main_cavalry
banner holy crusade_cavalry
soldier Mercenary_German_Knights, 24, 0, 1
officer northern_captain_early_flag
mount mailed horse
mount_effect elephant -4, camel -4
attributes sea_faring, hide_forest, hardy, can_withdraw, can_formed_charge, mercenary_unit, knight
move_speed_mod 0.95
formation 1.5, 4.4, 2, 6, 2, square, wedge
stat_health 1, 3
stat_pri 4, 15, no, 0, 0, melee, melee_blade, piercing, spear, 90, 1
stat_pri_attr no
stat_sec 5, 3, no, 0, 0, melee, melee_blade, blunt, mace, 60, 1
stat_sec_attr ap
stat_pri_armour 17, 3, 3, metal
stat_sec_armour 0, 0, flesh
stat_heat 11
stat_ground -2, -3, -4, -1
stat_mental 12, low, trained
stat_charge_dist 45
stat_fire_delay 0
stat_food 60, 300
stat_cost 1, 855, 855, 100, 75, 1365, 4, 160
armour_ug_levels 21, 23, 26
armour_ug_models Mercenary_German_Knights, Mercenary_German_Knights, Mercenary_German_Knights
ownership slave, hre
recruit_priority_offset 55
Might ask stupidly, but how to find EDU?
Found it. Is there anyway to see what numbers are max and which are minimum?
For others:
Search for "export_descr_unit"
I don't know if there are any minimums other than 0 or any maximums.
I've seen you on the forums for a while so I assumed I didn't need to post the path.
Hmm... just slightly faster, really? Well its up to individual enjoyment but the point of making horses slower was that when they tired it was more difficult to do repeat charges and avoid cavalry while also heavily armored cavalry certainly did move much slower as it is mentioned often in historical battles acounts. I would make heavily armored men move slower too but in tests AI did not handle that very well as its army got all strung out so the answer was magnifying stamina loss already in RC so that armored units tire more quickly especially in hit environments.
Personally I've found you have to reduce cavalry to something like .6 to have infantry close to catching them in a race. Of course around .8 cavalry seeking to turn from a charge and gallop away will usually be caught by infantry charge from a reasonable distance and take some extra casualties but they can still get away. To me such speeds make deciding on a charge more important and also reduce the exploitation of repeat charges where heavy cavalry can win vs 20x their own numbers. They can still win against 8-12x but it makes having some other units in an army desirable to hold enemy infantry in place for more effective charges.
STAINLESS STEEL Historical Improvement Project (SSHIP) - v0.8.2 Beta released!
Recent AARs/Guides
Norway 180 turn SS/BGR AAR- http://www.twcenter.net/forums/showt...71#post8479471
Lithuania SS/BGR AAR- http://www.twcenter.net/forums/showthread.php?t=369607
1390 SS submod WIP
http://www.twcenter.net/forums/showthread.php?t=479539
The .95 rate is based on the default speed and I've read some people who did test say there is no increase in speed past 2 so the max is apparently 200% of the default while the minimum is something like .05 or so though I don't think anyone tested strictly on the min. Keep in mind that default speeds depend on mount type. Some mount types are already different speed- fast pony for example is faster than any other horse so giving it a 1.5 mod would make it very, very fast.
STAINLESS STEEL Historical Improvement Project (SSHIP) - v0.8.2 Beta released!
Recent AARs/Guides
Norway 180 turn SS/BGR AAR- http://www.twcenter.net/forums/showt...71#post8479471
Lithuania SS/BGR AAR- http://www.twcenter.net/forums/showthread.php?t=369607
1390 SS submod WIP
http://www.twcenter.net/forums/showthread.php?t=479539
I just found you had another thread like this.
http://www.twcenter.net/forums/showthread.php?t=565043
On a slightly related note - there wouldn't be any way to increase artillery speed on the campaign map? At least, it seems to me that when I load a couple of catapults into a ship, the ship's movement gets reduced. While a slight reduction makes sense (even though they're not dragging and pushing the catapults along, I assume they've been taken apart, and the lesser movement there represents the time lost in taking apart and putting back together the machines), it just seems a little too much. I feel it should be just a little less than regular infantry, especially when aboard ship.
But only on the campaign map, not during battles (obviously?) since I don't want my catpults and cannons running around like Speedy Gonzales during a fight.
Thank you!