Results 1 to 12 of 12

Thread: Charge-Project

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Confiscator of Swords Member dopp's Avatar
    Join Date
    Jun 2005
    Posts
    702

    Default Re: Charge-Project

    Erm, no. That's was his OLD fix. His NEW fix does exactly the opposite.

    Preliminary testing indicates that units are now much more cohesive. Cavalry have 100% successful formed charges. Upon breaking the enemy they perform another weak charge with lances lowered and run down the routers. Infantry stay in formation better, but the rear ranks still take some time to catch up with the first few who charge in. Pikemen engage enemy with pikes lowered but quickly discard them for swords (their spear wall seems completely ineffective at stopping infantry AND cavalry from breaking into the formation).

  2. #2
    Member Member Headlocked's Avatar
    Join Date
    Nov 2006
    Location
    Baile Atha Cliath
    Posts
    71

    Default Re: Charge-Project

    Quote Originally Posted by dopp
    Erm, no. That's was his OLD fix. His NEW fix does exactly the opposite.

    Preliminary testing indicates that units are now much more cohesive. Cavalry have 100% successful formed charges. Upon breaking the enemy they perform another weak charge with lances lowered and run down the routers. Infantry stay in formation better, but the rear ranks still take some time to catch up with the first few who charge in. Pikemen engage enemy with pikes lowered but quickly discard them for swords (their spear wall seems completely ineffective at stopping infantry AND cavalry from breaking into the formation).

    what, it reduces the charge distance?

    cos ive had implemented it into Darthmod and it seems perfect, no messed charges at all, and ive been playinh vh/vh venice for over four days....

    (happy to be corrected!)

    then infantry change is not 100%, for like 85% of charges go right, but still much much better.


    Cheers,

    HDD
    M2TW: DarthMOD Beta-Team Leader! Hella Yeah!
    http://www.twcenter.net/forums/showthread.php?t=74580

    M2TW: MOD - Increased Musket Smoke: version 1.3A
    http://www.twcenter.net/forums/downl...o=file&id=1119

    When you're Good, you're Good; when you're the Best, you're Irish!

  3. #3
    Confiscator of Swords Member dopp's Avatar
    Join Date
    Jun 2005
    Posts
    702

    Default Re: Charge-Project

    He cut the charge distance in half for all units. Did you increase the charge range to 80 or did you use his new fix?

  4. #4
    Member Member Headlocked's Avatar
    Join Date
    Nov 2006
    Location
    Baile Atha Cliath
    Posts
    71

    Default Re: Charge-Project

    i increased the distance to 80 for cavaly, and 70 for inf. (i wasnt aware of the new fix).

    no more problems with cavalry, but still not 100% for infantry.
    gonna try that half-charge distance for infantry first- ie. 15-20.

    Cheers,
    HDD
    M2TW: DarthMOD Beta-Team Leader! Hella Yeah!
    http://www.twcenter.net/forums/showthread.php?t=74580

    M2TW: MOD - Increased Musket Smoke: version 1.3A
    http://www.twcenter.net/forums/downl...o=file&id=1119

    When you're Good, you're Good; when you're the Best, you're Irish!

  5. #5
    Masticator of Oreos Member Foz's Avatar
    Join Date
    Dec 2006
    Posts
    968

    Default Re: Charge-Project

    Thanks for the heads up Dopp... I might not have noticed that the charge distance was the reason for things working out so much better. I've spent some time looking at the various files we can mod, but the unit stats file isn't one of those that I've really focused on. Perhaps I should, as it seems some important fixes are in there.


    See my Sig+ below! (Don't see it? Get info here)

  6. #6
    Member Member Alexander the Pretty Good's Avatar
    Join Date
    Jun 2004
    Location
    New Jersey, USA
    Posts
    4,979

    Default Re: Charge-Project

    I like HorseArcher's fix, but he changes a lot more in his latest releases than just getting the units charging properly. Would the best solution to only fixing charges without changing unit stats be to adjust their charge distance?

  7. #7
    Confiscator of Swords Member dopp's Avatar
    Join Date
    Jun 2005
    Posts
    702

    Default Re: Charge-Project

    Yes. Set cavalry to 22, infantry to 9 and pikemen to 12. Just run a replace and change all charge distance 45 to 22, 30 to 9 and 40 to 12.

    It is actually a little more historical now because charge ranges were never that long in real life. Infantry in particular would march steadily up to their target and only break into a run over the last several dozen yards or so.
    Last edited by dopp; 01-03-2007 at 11:40.

  8. #8
    Member Member Headlocked's Avatar
    Join Date
    Nov 2006
    Location
    Baile Atha Cliath
    Posts
    71

    Default Re: Charge-Project

    Quote Originally Posted by dopp
    Yes. Set cavalry to 22, infantry to 9 and pikemen to 12. Just run a replace and change all charge distance 45 to 22, 30 to 9 and 40 to 12.

    It is actually a little more historical now because charge ranges were never that long in real life. Infantry in particular would march steadily up to their target and only break into a run over the last several dozen yards or so.

    exactly so; massive, extended infantry charges simply mix up units and destroy formations. The romans strength was their discipline and refusal to throw their troops headlong at the enemey- as the gauls did, and so got slapped down many times:). This is a basic tenet of military training- cohesion = survival.


    k, im gonna try out HA's fixes as described, cheers Dopp.

    HDD
    M2TW: DarthMOD Beta-Team Leader! Hella Yeah!
    http://www.twcenter.net/forums/showthread.php?t=74580

    M2TW: MOD - Increased Musket Smoke: version 1.3A
    http://www.twcenter.net/forums/downl...o=file&id=1119

    When you're Good, you're Good; when you're the Best, you're Irish!

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO