There's been a large number of complaints about javelin skirmishers in 2.0 and 2.01, most of whom won't actually do what they're supposed to - ie throw their javelins. Which is why I don't feel it presumptuous to call this a hotfix, unofficial though it is, because it fixes the problem. It is something of a quick and dirty fix that circumvents that problem, and I expect it'll be resolved more properly by the team when they get round to it, but in the meantime, this works.
In addition to fixing infantry and cavalry javelineers, I've also addressed two other lesser issues, which have also been confirmed by the team as in need of fixing. They being a missed update to infantry using a spear as their secondary weapon and that cavalry are currently too slow. Both will be officially fixed later, but again while we're waiting for the next release, this is an improvement on those. While less important than the first two, they are still significant in their impact on the dynamics of a battle. Broadly the aim was to bring things into line with the EB1 experience, as far as is possible with a different engine.
Furthermore, this is a simple fix, all the changes come out of the export_descr_unit.txt and not the supporting files, so that's the only thing you need to install. However, it is unlikely to be savegame compatible, so you will need a new game for the changes to take effect.
To use, simply extract this Attachment 14581 and install in [Your M2TW folder]\mods\EBII\data. Make sure you back up your original EDU first.
EDIT: I've made one small change for underarm lancers, but it's not vital like many of the others. If you want it, download this Attachment 14607 instead of the one above.
If you just want those things sorted, you're set. However, if you want more detail on what's changed, read on. I'll take each change in turn and explain what's going on.
1) Secondary spear users
An update was supposed to have made it's way into 2.01, whereby everyone using a spear (but not a pike) would use the light_spear attribute, rather than spear. However, only primary-weapon spear users got this update, leaving those with a spear as their secondary weapon with the spear attribute. What this mean was that they were terrible at keeping their formation, would push deep into other units, and would often lose in melee against other infantry (even inferior units).
This was a very simple fix; I went through all the infantry units with the spear attribute and changed it to light_spear, removing any spear_bonus_x attribute that was there (since none of the primary spear users have it).
Affected units:
2) Infantry javelineers
Everyone recognises that at present in both 2.0 and 2.01 javelin skirmishers are useless. They won't throw their javelins, making them at best some weak flankers. There's almost no point recruiting them if they can't perform their primary task of showering the enemy (and their opposite numbers) with javelins. There are three root causes to this problem:
- Most have a very inefficient animation, which takes too long to get to throwing.
- They use a weapon which is inaccurate. Have a look in the descr_projectile.txt at the accuracy_vs_units - the lower the number is, the better. So even if they throw, it doesn't do anything.
- Their range is too short, which interferes with the decision to skirmish. They end up perpetually hovering between "about to throw" and "need to move". This compounds the first issue.
This was fixed by applying three edits to all javelineers:
- Changing their animation (via the soldier property) to one of four (depending on their secondary weapon) that do work efficiently: Euzonoi (knife/sword), kareus_late (overhand spear), Garamantes_Inf (underhand spear) and eastern_axeman (axe).
- Changing their weapon to prec_javelin80, the same one heavier infantry with a precursor weapon use. This does a lot more damage by virtue of being more accurate.
- Increasing the range for all javelineers from 45-50m to 70m. This increased the window in which they could throw without moving when in skirmish mode.
Result is that javelineers will now throw and their volleys do real damage if directed against other light infantry or into the rear of a unit.
Affected units:
3) Javelin cavalry
I discovered after fixing infantry javelineers that cavalry javelineers have essentially the same problem, with the same outcome: they won't throw their javelins (and even when they do, they have a negligible effect). This required a less extensive change than for infantry, a change of weapon and range was enough. I changed all their weapons to cav_heavy_javelin40 and their range from 45m to 60m. Upshot is that they can now perform the function intended.
Affected units:
4) Faster cavalry
Cavalry are too slow, unrealistically so. If you don't believe me, have some heavy cavalry try to catch fleeing infantry. Furthermore, light cavalry often cannot catch fleeing heavy cavalry. I've had a play with various multipliers on the move_speed_mod attribute, and found what I think is the right one. Heavy cavalry have had their speed increased by 25% and light cavalry (including Light, Missile and Skirmish) by 35%. This has had the happy side-effect of slightly beefing up the impact of charges, probably because more speed means more momentum means harder impact.
Affected units:
5) Tighter formation for underarm lancers
Not a big or material edit, so purely optional if people want to test this one out. I've tightened the formation for underarm lancers, which should improve their cohesion and thus the impact of their charge. No other units would really benefit much from this, though Ibrahim said he's looking at making all Roman and Hellenistic cavalry formations a bit tighter in the next release.
Affected units:
Try it out, and I'd appreciate any feedback people have on using in anger, as well as thoughts on anything else that could be tweaked in the EDU.
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