Return to Glory (Cavalry and Chariots)
NOTE: Please remember to rate the mod. Thanks!
This Mod is current as of 10/31/2022 for build version 1.12.1 and is save game compatible.(Adding to an existing save)
BE PREPARED TO BOTH LOVE AND HATE CAVALRY and CHARIOTS AGAIN.
I wanted cavalry and chariots that could change the tide of a battle. That could make epic line smashing charges and save a battle from the jaws of death. I wanted Chariots that could mow through hardened battle lines just like in the table top game, and just like in ancient historic wars.
-No more slow, stuttering Cavalry and Chariots, slightly bumping into enemy lines.
-Cav and chariots now smash into enemy lines and send infantry flying.
-Cavalry and Chariots are faster, heavier, turn quicker, are more responsive, and can retreat and recharge the same line or a completely different unit ‘like you read about.’
-They can plow deep into formations, and have enough acceleration to come back out again, without some stinky Clan Rats with sharpened sticks completely stopping your 2000+ pounds of charging Animals and chariots with Rider, just like how it would happen in real life.(and on the table top)
-Cavalry are more powerful moving up and down hills.
-Routing a Cav charge for a hammer and Anvil strike is now much more efficient with less "micro management" involved.
-Running down fleeing troops is actually possible and a viable strategy now, since Cav and Chariots will now move faster than Infantry walking speed. (Kinda interesting, since you know..it should of been this way since…Forever.
-You will actually be able to reliably stop flanking maneuvers, within less time and striking with real force when doing so.
-A full Cavalry Army is now a viable option if you choose to do so.
-Many new tactics and formations are viable.
-Much more balance for multiplayer, no one will be able to say "Your Cav Units are way better than mine."
What HAS been Changed:
All values affecting the below stats have been edited for all Cavalry and Chariots in the game, and balanced so that no one faction (those that have Cav and Chariots) are significantly better than any other faction with similar options. (you know….true balance).
-Weight/mass
-Walk and Run Speed
-Charge Speed
-Charge Distance
-When and how far away to assume a Charge Stance, and full speed.
-Turn Speed
-Acceleration
-Deceleration
-Target Acquisition
What has NOT been Changed:
-Unit Health
-Armor
-Melee Defense
-Melee Attack
-Unit Count
-Damage Amount
-Damage Types
-Ammunition
-No New Units have been added(this mod only upgrades Vanilla Cavalry/Chariots.
I have been play testing this for 2 days now, with multiple factions, and let me say this, You better make sure your formation management skills and unit selection are on point or the AI will send an Orc Boar Boyz unit right up your A.$.$.