250BC Battle mod for DEI

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Author: biasion099

Last revision: 11 Jul, 2024 at 18:33 UTC

File size: 467.26 KB

On Steam Workshop

Description:

This is an UNOFFICIAL sub mod for DEI

WHAT IT DOES:
MECANICS:
-Infantry can only walk.
-light infantry (levise, velites ecc) can run instead
-The infantry charge run is drasticaly reduced to reduce the compression of all the unit in a tin line. This has an obvious effect, the lost of the klinetic impact opf all the units ( i knoe i strange, but remember it’s a test)
– Cavalry can run, and (sadly) the run doesn’t arise fatique
– hopliters and phalanx in general are changed, the form a phalanx ability in particular. The beneffits are the same, but the animation (pike formation behaviour) it’s removed. This because the phalanx tend to stay too rigid, and so the entire formation rotate to attack a unit, and i find this very bad to see. Now hopliters basicaly presence the battlefield as normal entities.

FORMATION
– The rank depth of all the formations are increased, to have a more square
– different spacing, the rank are more distanced. cavalry foramtion more spaced and random.

WHAT I TOOK FROM OTHER MOD:
-I modify rank and the walk speed of DEI units.

WHAT I OBSERVE WHEN USING THIS MOD
basically the AI cannot freneticaly run against you, boring his soldiers. The two armies approach nwaling and charge in proximity. The increase rank of the unit and the higher deceleration make the two line less compressed, increasing the tickness of the batle line. This can produce blob, but the formation of DEI doesn’t alow this, because the armies are always deployed in one line.

WHAT PROBABLY YOU WILL NOT LIKE
The walking unit can be very booring for who expect a rapid game. So i know that, but i don’t obbligate you to play with this 🙂
In some situations, the charge animation can result in slow motion, because the unit is not in speed run mode, so this is a think i willl try to improve with time.

MOD COMPATIBILITY
it works only with DEI, and other mod can affect many thinks, for example if you use a slower combat mod, it’s possible that that mod modify the speed velocity of units, so conflict by mod arrise.

FUTURE PLANS:
1) make skirmisher and other light unit capable to run (DONE)
2) xchange batle formation, to have the cavalry far from the core of the batle, hoping this helps to have only cavalry battle ath the flank, avoiding the cavalry to charge the middle infantry.
3) Increase the Campaing recruitment time, to make a battle decisive against a faction. I find that total war doesn’t give importance to decisive battle, becasue the AI lands are basically a continue soldiers factory, no matter if you sterminate the entire population. Exasperating the time to build an army, allows you to easily conquest lands before the AI will be able to defend with another army.

PICTURE :
the pictures i upload for the mod are takn with reshade active. but what make really the difference is this:
https://steamcommunity.com/sharedfiles/filedetails/?id=1333375258

LET ME KNOW IN THE COMMENT what do you think and what can be improoved/changed, or if someone find any bug. Thanks and i hope someone will like it

Vanilla version:
https://steamcommunity.com/sharedfiles/filedetails/?id=3287544749