Battle

If you liked this item, please rate it up on Steam Workshop page.

Author: Greq7

Last revision: 13 Oct, 2020 at 00:33 UTC

File size: 206.85 KB

On Steam Workshop

Description:
Battle Overhaul

Land Units Edited (not compatible with mods that did the same)

This is a sub modification of "Very Hard Campaign Overhaul" project and its already included if you are using Radious version (this version will conflict with Radious). When editing this part of db I have been inspired by few mods and I have looked and compared in my testing. This is an attempt of creating a compromise between playability, visuals and time needed to finish a battle.

Changes to land units:
– Slight reduction to cavalry melee attack; especially units that has above 40, 50, 60 ect. This is due to animations and cavalry impacts changes taken from "Realistic Battle Pack" I am in no way claiming this is a better version. It’s just my own tweaks I wanted to share and I advice you to check DROP AWEEPEE’s workshop.
– Spotting distances has been greatly improved. This idea has been taken from "Better BATTLE AI" but stats are halved. This makes AI slightly more aggressive and sometimes attack much sooner than in vanilla.
– Campaign action points has been added. This change has been done for balancing purposes with other submod "Movement"

Other changes:
– Overall number of animations are increased nearly as much as in "Cinematic Combat"
– More animations makes battles somehow quicker and this is perfect for people who like long campaigns and fight their fights rather than autoresolve most of them.
– Unit spacing is very close to "Fall Of The Eagles"
– Movement on different types of grounds has been slightly changed to more realistic (at least in my opinion)
– Unit fatigue bonuses and penalties has been expanded and it has slightly bigger impact in some cases
– Units are more resilient and because of the penalties for being exhausted it provides new extra mini gameplay for a player to keep them around active and winded or fresh state if and as much as possible. During fight this is pretty much uncontrollable but before, in between and after its important to keep them rested.
– Morale changes are very noticeable after your first battle test. I have tried to make it as realistic as possible. Only very good and experienced units can withstand longer fights therefore uneven fights should finish much quicker than usual but if you happen to fight with very strong opponent the fight can last longer. Units tend to retreat and comeback when rested.
– Projectiles has been edited but these are old changes and I don’t remember where I have taken it from or why I edited it this way. (I’ll provide more info when I have more time. In the meantime do some tests for yourself if interested in my mod and give us feedback).

I am open to suggestions and constructive criticism but please provide me with recorded footage or at least explanation of why I should change something. Your feedback is very important to the evolution of this mod.

Huge Thanks to: Minos, Bladeuk, Dresden

Special Thanks to: DROP AWEEPEE for his magnificent cavalry animations (note that heavy units should stop the horses most of the time)