I made this mod for myself, it needs some work on it to release it but its here.
What is about?
I hate the fact when you see shield or armor is not in sync with stats of the unit so I modded all units and now, what you see visually is what you can find in stats of the units + spearmen are totally unrealistic in this game.
http://youtu.be/j3J-10KfRe8 - how spear owns sword and shield by HEMA, school of historical fighting.
Short description:
Historically spearmen should be unbeatable head on by swordsmen ON FLAT TERRAIN (of same quality), they should be slower, and bad in woods and other terrains that are not quite flat like mountains.
I tweaked units so now you have realism as good as it can be in this game. Light spearmen (professional ones with long spears) will be able to stop and hold even heavy infantry with as is historically correct. Peasant spermen units will not be strong, only professional ones but now you will find much harder to break enemy army.
Historically spearmen could be defeated by swordsmen only when their formation was disturbed or when they were outflanked.
Swordsmen were equally good on all terrain types, they were more maneuverable and could move faster and change formation faster.
I managed, finally afters many hours of testing to do it, spearmen are now realistic and battles are far more interesting.
If you wanna beat spearmen head on, make swordsmen formation WIDER to envelop them and you'll win.
Problem will be with long line of spears, for that you will need to lock them with your spearmen or create gaps then attack with swordsmen on flanks and gaps.
Now, it will be harder to conquer the cities and beat enemy fast, you will achieve nothing if you only close the enemy head on, no matter how strong your army is.
- No more small shields that have value of 7 or big ones with value of 4, same goes for armor (Quality will be taken into account).
- No more weaker than mail plate armors
- Crossbows (stirrup crossbows are in the game) have now realistic stats
- Archers range and bows/crossbows made realistic, up to 250 yards of effective range for archers with longbows, up to 180 yards for composite bows and 120 yards for normal short bows, 150 yards for stirrup crossbow.
- Even crossbows and longbows can't pierce heavy armor in reality, test showed they can do it only at point blank, even then wearer would survive as penetration was mostly up to one inch (without leather and mail under the plate) o I adjusted them accordingly.
- Tweaked axes, 2 handed swords and swords a bit to be more realistic.
Additional:
- Some new units (like Gondor light infantry, mounted Ithilien rangers, considering more new units...)
- All units in the game now have legionary names after the region they are hailing from.
- All heavily armored units can have max good stamina, no more very good stamina for them (exception: elves and dwarves)
- Added more AOR units (existing units like peasant spearmen....etc.)
- Removed useless units and placeholders to allow more units (dol amroth ballistas, catapults and trebuchets removed to make place for new units)
- Tweaked walls, gates and rams - now ram can't bring down walls and doors so quickly.
- Rohan has now better cavalry. They are HORSE LORDS but had dull cavalry.
- More armor - slower the unit, more training - more stamina...etc.
- Some unit have swimming ability, lighter units are fast now
- Ballistas, Catapults (never existed as such in fact) and Trebuches will be modded to reflect real medieval equipment
- Heavily armored horse units now have minumam 15 charge, up to 20 - Rhun heaviest cavalry
- Spearmen are now more efficient against horses, have more defense (defense skill higher), sword units have less defense but stronger attack
- As proposed by Mr.J, Rhun should have more variety of units, same goes for Arnor. For now I will do some work on original Rhun TATW units combining them with MOS units and add more units to Arnor from Eriador while working on additional units.
- Mordor units tweaked to be stronger. Uruk-Hai of mordor are now stronger, dismounted numenorians are stronger and base unit number is 48 now - they are really hard to beat now. Guldur Slayers now do great damage as their huge axes are supposed to do + other tweaks to Mordor units.
- No more schiltrom, only shield wall. Historically, schiltrom as such did not exist. Horde units formation is now being used only for trolls and such.
- Catapults are removed from the game as they are never used in such way, they have too much damage - all unrealistic. So only ballistas and trebuches from now on.
Reason: catapults never existed as ones existing in the game.
Similar siege engine existed during roman times and was called onager but it didn't had so much power that catapults in this game have, it was much much weaker.
It is highly unrealistic for such weapon to have such range and that can kill 10-20 soldiers with one shot.
Another feature - unit speed.
I was reading alot about historical medieval combat, battles...etc. Conclusion is, spearmen beat swords head on, for spears all is about keeping formation. Also, spearmen had stronger charge but th4ey were more dependable on terrain and slower because they needed to keep formation.
I am adding armor penalties at this moment. Lets say unit has armor value of 12, value will be:
move_speed_mod 0.88 - swordsmen, archers
move_speed_mod 0.78 - spearmen
move_speed_mod 0.68 - pikes
Also units will get bonuses on speed depending on their quality, so you can expect faster than 1 lighter units, maybe few more armored units.
But rule is: more armor - slower, spearmen - slower, pikemen - even more slower...etc.
Spermen (lower quality )will also be cheaper to recruit (historically correct), I think to emulate weapons price/equipment price + salary of the unit to calculate its recruitment and monthly price. Spearmen (lower quality) will have smaller salary also.
Professional spearmen will be more expensive as they had swords too.
You could make 10 spears for one sword so spearmen (low quality spearmen) recruitment will be lowered accordingly.
Low quality spearmen will also have worse formation but will still be good against cavalry.
To make game even more hard (I play on VH) Im adding/sharing existing orc units between evil orc factions. I also made Rhun and Harad stronger, Arnor will now keep all units from Eriador.
Mod is for MOS 1.6.2 and DC!
I will need beta testers.




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