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Thread: Historical mods and kill rates

  1. #31
    Member Member afrit's Avatar
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    Default Re: Historical mods and kill rates

    Quote Originally Posted by Ciaran
    That about covers it, namely it would mean to refrain from chasing routers.
    Problem is, sometimes the enemy breaks so quickly that letting them get away without chasing seems like not reaping a well earned reward.

    My compromise is often to continue the chase, but on triple speed. On large battles, this allows lots of enemies to escape.
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  2. #32
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Historical mods and kill rates

    The AoVaF mod will achieve this by powering down cavalry and making cavalry units more expensive to maintain. That means it's not easy to just run over retreating non-routing units, and not easy either to run down routing units if they're too many, because the cavalry will have quite low morale compared to infantry, and not want to ride into a massive body of 500-1000 enemy soldiers, even if they're routing, other than in special cases. The increase of morale for most infantry will make fighting continue longer, and also make it possible for a few units to hold back the winner in order for the other losers to retreat. These things will reduce killrates for the winner, but not eliminate this problem completely. I believe this is as far as you can go with modding.
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  3. #33
    aka AggonyAdherbal Member Lord Adherbal's Avatar
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    Default Re: Historical mods and kill rates

    lower cav morale won't help. Units don't panic from routing enemies, no matter how many there are.
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  4. #34
    Thread killer Member Rodion Romanovich's Avatar
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    Default Re: Historical mods and kill rates

    Are you sure? Sometimes equites have taken 1 or 2 casualties to packs of routing enemies, and routed. But there were a few non-routing withdrawing units nearby, so that might explain it (the morale loss, but not the casualties, and I'm perfectly sure it wasn't friendly fire caused by missile troops, it was way out of their range and they had been turned off when I sent in my cav into the rear of the main enemy line, some half minute earlier). Anyway I think lower morale for cav will help just because of that - if routed units get control back and start withdrawing, the cav won't as easily be able to chase them, and sending your entire infantry force in pursuit can be risky at times. Anyway, the key is reduced cavalry strength, morale and numbers, as it will reduce the number of fresh, undamaged cavalrymen that are able to take up the pursuit after the enemy army has started fleeing the field.
    Last edited by Rodion Romanovich; 10-03-2005 at 15:53.
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  5. #35
    Lord of all that is Good Member Thorn Is's Avatar
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    Default Re: Historical mods and kill rates

    Hello,
    Im not sure if this thread is passe, but I'll give it a shot.
    I was wondering maybe it would be possible to mod it so that after a battle if you choose to chase down the routers all your units go in berzerk mode. Meaning you could no longer direct your calvary to go after a far unit destroy them then pick off all units coming towards them. They would just go after the closes unit, even if that unit is running in a different direction then the rest. This I think would lower casualties and kill rates.
    I dont know if this is possible, as I'm not really modder - it is only a suggestion in relation to this thread.
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