That would explain a bit, lower fatigue effect means that cav can flank much easier
That would explain a bit, lower fatigue effect means that cav can flank much easier
CHIVALRY TOTAL WAR - A medieval mod for RTW
http://www.stratcommandcenter.com/chivalry/
Is it just me, or are cavalry more effective against hoplites than against hastati? At least when the hastati are nice and deep.
GoreBag: Oh, Prole, you're a nerd's wet dream.
Cavalry is'nt so overpowered but I'm playing on huge units wich makes it a bit different(units have more staying power). The trick is to bog the cavalry down once they lose there momentum they are sitting ducks. What makes them appear to be way overpowered is if they route the enemy before there charge loses its power they can continue the charge on. But if the unit withstands the charge that cavalry is pretty much screwed.
When a fox kills your chickens, do you kill the pigs for seeing what happened? No you go out and hunt the fox.
Cry havoc and let slip the HOGS of war
I agree, thats exactly what I seen happening. They get their almighty charge, but if they get hung up in group they attacked, they get chewed badly. I've found a deep formation of Legionaries on defend take a cavalry charge pretty well. Cavalry has seem to become a bit of gamble, I like it really. Knowing when to charge and who to charge, makes all the difference.
i don't hav the game but heres a ques: is the computer AI smart enuf to withdraw their calvary and recharge? i.e prevent if from being bogged down..
Keep up the Support CA![]()
and please don't rush your next installment ;)
As long as you stand still before the charge, and have 'guard' mode enabled, I find that my Hastati stand up pretty well to a cavalry charge.
Granted it's 'only' Barbarian cavalry, but then Hastati are only light infantry themselves.
Conversely I've found my Equites massacred by Gaul Swordsmen on several occasions.
What _does_ make a huge difference (but then so did it in STW/MTW) is the General's command/traits.
I still wish for a way to tone down the effects of the general a bit (say 50%).
I had it happen to me once. It was in an ambush (i got ambushed) and i was out numbered 1024 to 220.Originally Posted by slackker
- Fear the one who can break spanish armour -
Originally Posted by slackker
Yes, and with the right conditions it can become a Benny Hill parody with the cav withdrawing, circling, attacking, ad infinitum, all done at 'cockroach speed'.
E Tenebris Lux
Just one old soldiers opinion.
We need MP games without the oversimplifications required for 'good' AI.
The running speeds in the game seem about the same as in the demo, and they are too fast. If those speeds were reduced, the effect of fatigue and charging might improve, and you would be able to control more units at a time. I'm stunned to see that walking, running and charging speeds have been removed from the unit stats. You cannot directly mod these speeds.
_________Designed to match Original STW gameplay.
Beta 8 + Beta 8.1 patch + New Maps + Sound add-on + Castles 2
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