Since forever modder's have sought to get battles to feel more realistic and / or authentic, and the trend has gone almost universally to longer, slower slugfests which we have all enjoyed, I know I did, until time and time again I found my casualties to gravitate around the 500 for me, 2000 for them, mostly due to the fact that I would tank and spank whatever came my way. This would happen against 1, 2 even 3 enemy armies at times. The AI simply does not, in my experience, cope with these slower battles.
I was an avid DEI player in Rome II, and one sub mod for DEI was BDR, Battle Dynamics Reworked, the battles were faster but casualties mounted quite high on both sides in what was certainly the biggest and most challenging battles I had had in Rome II, and Alexandre Lange, the mind behind worked in some outside the box ways of doing things, and perhaps the success of the mod can be contributed to the fantastic balancing of units the DEI team achieved.
Now, as far as I know, Alexandre is working towards getting some form of BDR over to Attila, but I want to bring up some discussion around the idea's and notions above.
I argue that the battles SHOULD perhaps remain in the 12-16 minute mark with armies of equal standing, but the combat itself should be more furious, much like I saw in BDR, and why?
There is a general view that the battle itself was a slow arduous affair, and while I agree that the whole battle itself may have been, I put forward the notion that once lines were drawn, the fight itself would have been fast and furious in most occasions, and I think the exception to this rule would be with the highly elite fighting one another.
I believe the slow aspects cannot be simulated in the game correctly which I, as an admitted layman, contribute to general maneuvering of lines, probing and harassing the enemy and perhaps lines 'psyching up' and taunting each other just prior to the lines being met.
The other argument is that the majority of casualties inflicted were during the routing of either side, and I agree but I need to elaborate. Alexandre and I have talked about the notion of 'kills' in TW games, as have many others and considered it to also encompass the wounded and incapacitated. If your side won, your wounded would all things being equal be rehabilitated and lived to fight another day, if your army was the routed, you would most likely be put to the sword. So, the idea that the battles were mostly fought without any real casualties on the battlefield, and then one side quitting and allowing some wholesale slaughter seems a little less accurate, at least in my mind, than having one side battered and bruised having sustained casualties and THEN quitting. Again, I admit I am a layman in the field of classical and medieval warfare.
The above to me is my justification to the authenticity to high casualty battles, and I base a lot of it on modern experiences with the gang fights I grew up around as a kid. There was often a lot of assembling of other gang members for lack of a better word, people calling each other up to come down for 'backup', then the confrontation and subsequent fight. Everything leading up took a while, but the actual fights were usually over in minutes. These often involved bats and poles, and sometimes knives and machetes, the 90's were a volatile time in Melbourne around the area's i grew up.
Now, onto a gaming justification, the AI in my experience just can not handle the long battles and react well enough to us pinning their units and then flanking and utterly crushing them. Sure, Attila has improved this field a LOT and we are thankful for that, but its still not enough. The furious nature of bloodier battles allows the AI to break through lines and allow the improved AI to give the player a real challenge, and the challenging part for modders', is making this happen in a balanced fashion.
I hope this stirs some thoughts regarding the issue at the very least, and I would love to hear others thoughts on the matter too.
Thankyou for reading.




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