Will this submod be implemented with core EB II ?
Will this submod be implemented with core EB II ?
I actually think it was implemented in previous versions or at least a modified version of it.
We will either find a way, or make one.
So why was this left half done, and more importantly why are core game mechanics fixes being released as 'submods'? this being only one of them.
@Coldfire, you might want to change into a less accusatory tone when addressing people who spent their precious free time on a mod. What you call 'core game mechanics' is hard work from a volunteer.
unfortunately OPs videos don't seem like they have been implemented in the version i have, which is a shame, they gave me so much hope!
Here is the response I gave to someone who commented on the video a couple days ago:
Most of this mod was incorporated into the base version of EBII (earlier this year, I believe). While my settings are slightly different compared to the current version of EBII, it's pretty close to what you see here.
IMPORTANT: To achieve the best results with a cavalry charge in the current version of EBII, you should position your cavalry about 100 m directly in front of — or likewise, directly behind — an enemy unit. Arrange the cavalry in a close square-like formation or use fewer ranks (3 or 2) in wider lines to wield a greater surface-area impact on a more scattered enemy. Finally, after your cavalry are where you want them (~100m away from the target unit), double-right click attack the enemy. This ensures the cavalry are in a full gallop when initiating their charge. Using these tactics will make your cavalry more effective and cohesive throughout a battle.
hey, that was me who commented
thanks for the response anyway; my frustration is with infantry engagements however, and so i've been mucking around in descr_pathfinding and descr_units, but man it's not happening. the common occurrence of only 8 units out of 160 actually charging into the enemy, drives me nuts
Nothing can be done about that, the source of the issue isn't to do with pathfinding or anything else. It's that in order to fix the precursor bug (units perpetually "reloading" and myriad other issues with javelin-using infantry) we effectively turned all javelin-using line units into skirmishers. Meaning they have to change weapons in order to charge, and infantry have to stop to change.