I've increased the range of javelin cavalry, which seemed to be misbehaving like the infantry skirmishers were. It's not savegame compatible for me, could someone let me know if it's working better?
I've increased the range of javelin cavalry, which seemed to be misbehaving like the infantry skirmishers were. It's not savegame compatible for me, could someone let me know if it's working better?
It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR
Hi Quintus,
Thanks for the submod.
The foot skirmishers are really powerfull now;
the horse skirmishers now actually throw all of their javs, while killing no one.
It seems horse skirmishers' accuracy and damage is too low compared to other foot skirmishers or horse archers.
Too powerful? Or about right? I've used them and I don't think they're overpowered - formed infantry with shields don't have much to fear unless the javelineers are behind them.
Sounds like I need to change their weapon as well as range, I'll look into it. EDIT: Their chosen weapon has a poor accuracy of 0.25 - compared to the foot skirmisher's 0.08 (lower is better). That's likely the source of this issue, investigating solutions now.
Also wondering about altering the speed of cavalry (to make them slightly faster).
Last edited by QuintusSertorius; 09-30-2014 at 10:50.
It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR
I think I'm there with cavalry speeds; heavy cavalry are 25% faster and light cavalry are 35% faster. Tested and it looks about right to me.
It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR
First off, thank you very much! This mod has made my gameplay experience in my current Qart-Hadasht campaign very much enjoyable, because two of their main weapons (cavalry and skirmishers) really work now.
(And the javelineer animations are superb, just saying. Glad to see that these animations lead to actual javelin throwing now.)
The cavalry speed might be a bit high, perhaps, but the damage from a properly done charge feels about right.
So - thanks again. :)
Finished EB Campaigns: Kart-Hadast 1.0/1.2 | Pontos 1.1 | Arche Seleukeia 1.2 | Hayasdan 1.2 | Sab'yn 1.2 | Makedonia 1.2 (Alex)
Lost Campaigns(1.2, Alex. exe): Getai | Sab'Yn
Ongoing campaigns (1.2): SPQR (110 BC) | Sab'yn (217 BC) | Pontos (215 BC)
from Populus Romanus
"The state of human ethics can be summarized in two sentences: We ought to. But we don't." (Tucholsky)
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It began on seven hills - an EB 1.1 Romani AAR with historical house-rules (now ceased)
Heirs to Lysimachos - an EB 1.1 Epeiros-as-Pergamon AAR with semi-historical houserules (now ceased)
Philetairos' Gift - a second EB 1.1 Epeiros-as-Pergamon AAR
I'm entirely satisfied with the effects of this fix. Skirmishers are very useful now without being broken, and cavalry is both useful to me and dangerous to my armies in the way that it should be.
I really wish that the elite skirmisher types had been fixed in this way instead of upping their throwing attack, because I still have the problem of them getting overrun before they throw their damn javelins in the first place.
Μηδεν εωρακεναι φoβερωτερον και δεινοτερον φαλλαγγος μακεδονικης
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