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  1. #1
    Confiscator of Swords Member dopp's Avatar
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    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?

  2. #2
    Member Member Headlocked's Avatar
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    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.

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  3. #3
    Masticator of Oreos Member Foz's Avatar
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    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.


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  4. #4
    Member Member Alexander the Pretty Good's Avatar
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    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?

  5. #5
    Confiscator of Swords Member dopp's Avatar
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    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.

  6. #6
    Member Member Headlocked's Avatar
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    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
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  7. #7
    Masticator of Oreos Member Foz's Avatar
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    Default Re: Charge-Project

    Well after giving those new charge settings a whirl, I love one and hate the other. Infantry would be the one I'm not a fan of. 9 just doesn't look right when they charge... the guys are practically close enough to swing at each other before they start trying to run, and barely (if even) get up to speed before impact. 30 was still too much though and allowed them to spread an awful lot, so I think I'll try something like 15 and 20 for the infantry settings as those are half the originals, which is what I liked for the cav. 22 for cavalry seems to be working out great - they lower the lances and get up to speed from closer than before, but it still looks natural and the added cohesion is great. Those poor suckers that ran in my fortress gate to engage the armoured swordsmen, only to get slammed in the right flank by a solid mass of cavalry and lances, never knew what hit them!


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