Immersive Battle Camera

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Author: mr.napop

Last revision: 23 Nov, 2024 at 19:06 UTC

File size: 983.23 KB

On Steam Workshop

Description:

Sets the camera to a fixed horseback/large ship’s height for a completely different battle experience, adding realism, immersion and facilitate more interesting and engaging game play:

– Managing individual troops is harder, so every battle must be planned and carried out semi-automatically via formed grouped attacks, path commands and assigned AI roles. This makes the battle feel more real as it unfolds without your involvement in every tactical action, where the emphasis shifts to formations and the battle plan rather than on the micro engagements of individual units.

– Terrain matters, as you can’t see what’s over the hill/wall next to you. You can roll your camera there, but it’s more of a hassle. If battle realism is checked, camera is restricted to 15m from a units making scouting essential. This enlarges the map as the scale diminishes and makes the army positioning much more important as micro managing is harder.

– Since the AI is better at responsiveness and simultaneous managing, it also balances you with the AI, making battles way harder and interesting. 

– Uncheck all max/min zooming options in setting for this to work.
– Compatible with Divide et Impera and such

Recommended key bindings and tips:
– mouse 4/5 for camera movement
– C for pan to unit
– HOME for pan to general
– Keyboard arrows for easy formation movement including to unseen area
– CTRL + left/right arrows for angled movement – Be sure to lock the group upon selecting more than one unit otherwise each unit will rotate on its axis!
– CTRL + up/down arrows for units width adjustments
– Shift + RMB for curved movement
– J for 180 degrees turn facing

Management tips:
– Unit cards order entail the formation so arrange those first
– The mini-map can be used for deployment and management as well (only in deployment phase if battle realism is checked)
– Grouped attack order is essential for a lined engagement, use unlocked different groups for formation movement (as different locked groups will screw with the positioning)
– Have the battle stages implemented in the formation, i.e. have flanking units or back line troops further away so they arrive after the main engagement commences, or create a grouped formation and then arrange differently, i.e. archers in the front first, so you have an initial formation followed by a second formation.
– Remove all floating UI or have them appear only with space so the screen is much cleaner and cool.