What is tracking treshold value in battle entities for?
I'm trying to reduce casualties substained by cavalry when desengaging, i'm wondering if this value can affect it...
What is tracking treshold value in battle entities for?
I'm trying to reduce casualties substained by cavalry when desengaging, i'm wondering if this value can affect it...
Huic ab adulescentia bella intestina, caedes, rapinae, discordia civilis grata fuerunt ibique iuventutem suam exercuit
No one?![]()
Huic ab adulescentia bella intestina, caedes, rapinae, discordia civilis grata fuerunt ibique iuventutem suam exercuit
Tracking threshold seems to affect unit movement. A negative value will cause units to slide backwards if ordered to move forward, thought a positive value doesn't seem to do much.
Reducing disengage casualties can be done by increasing the break_off_ignore_collision_time in kv_rules (1 should be enough). This can be done in conjunction with increasing cavalry turn speed, which allows them to turn around in order to break off more quickly.
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Thank you very much for the tip...but unfortunately it doesn't seem to be very effectiveThe strange thing is that Rome 2 has not this problem and i can't figure out why...
Huic ab adulescentia bella intestina, caedes, rapinae, discordia civilis grata fuerunt ibique iuventutem suam exercuit
Any ideas on why disengaging (both infantry and cavalry) is more deadly in Attila than in Rome 2? I'm very interested in this...
Huic ab adulescentia bella intestina, caedes, rapinae, discordia civilis grata fuerunt ibique iuventutem suam exercuit
It doesn't seem to work, unfortunately. One difference I spotted between Rome 2 and Attila was the cavalry crawl speed, which is considerably lower currently. It affects the disembarkment speed from ships, to my knowledge, but could have more areas of usage. In any case, it did not help to reduce casualties from withdrawing in some tests I ran this morning, nor did a positive value in break off collision time (or a combination of the two). Nothing really points at the break off time being the culprit, or the turning speed for that matter, since both are mostly identical to Rome 2 values and entities.
But all hope isn't out. This issue has been clarified over the official forum and passed along to the responsible team http://forums.totalwar.com/showthrea...-battle-line.?
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