I don't know if this is happening also in RTW and if this is bug or soemthing like that.
Lu Bu and I were playing 2 matches. I second match, one of my Polish light cavalry didn't suffer not even one single loss, being attacked. The skirmish was lasting around 5 minutes and they didn't suffer any loss.
This happened to me first and only to this unit. I have three of them and other two were ok. I don't know why they didn't have no loss.
Damn you found out Adherbal's secret weapon;)
Seriously tho, I don't think a unit can fight 5 minutes;)
If the unit has high defense but very high attack , and the unit it faces is much worse, I wouldn't be surprised if it sustains low or even zero casualties (there is surely a greater randomness factor in the RTW engine). Adding to "slow deaths" is the very ineffective charging overall.
But strange things are a certainty sometimes...I find them often in my food as well:p
You need to ask Maji Lu if he had that replay. Forgot to saved it. Well that unit was polish light cavalry. They were not upgreaded at all and they were facing one Turkish light cavalry (camels if correct)
This happend to me first time and I belive this is more a bug then any serious problem.
ok I checked the replay. It was Lithuanian Cavalry VS Ghulam Cavalry (with 3 upgrades). The Ghulam's were "marching" during the entire duel, and never switched to "fighting", so they just stood around doing nothing while being stabbed at by the lithuanians. That's pretty weird, but it's got nothing to do with the mod :)
lol I found out there is a problem with ghulam cavalry indeed. During my SP campaign tests I often had a sole unit of ghulam cavalry or bogyguards fighting some rebel units. I noticed how miserably they performed, and then I saw they were all on "marching" again, and never switched to "fighting". Only the general himself actualy fought. Now I've discovered the reason: their skeleton is set to fs_hc_archer, which makes them uncapable of performing a 2h2 attack.
So it is a bug in the mod after all :P
Funny how I and other people never noticed this before, because it means ghulam cavalry are currently quite useless (their charge still does damage tho).
Hmmm in my few games in CTW, ghulams are the cav I relied upon for staying power in an otherwise weak cavalry faction, as there is no shock factor here heh Weird thing indeed...
Won some games with them but I guess it was a combination of various circumstances, like them engaging the enemy with superior numbers and from all directions:p
as there is no shock factor here heh Weird thing indeed...
the weak charge power (for cavalry) was fixed in patch 0.27b. Try charging ghulams VS feudal serges and they'll make 2-4 kills on impact. Hit them in the back and it'll be 6-10. I could make the charge even more powerfull but that'd make them annihilate anything when they catch it in the back. That's ok for chivalric knights, but as far as I know proper mounted charges were still in development during the early era.
EDIT: 2 handed sword and axe units will have a much more effective charge too in next version. Comparable to that of cavalry. That should give them a more distinct role: cutting a hole in the enemy line.
Last edited by Lord Adherbal; 07-04-2005 at 13:40.