Realistic_Tactical_Battle_AncientEmpires.pack

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Author: XxRedHornetxX/ESR

Last revision: 8 Apr, 2021 at 21:33 UTC

File size: 58.37 KB

On Steam Workshop

Description:

IMPORTANT: ANYONE CAN USE ANYTHING OF THIS MOD TO MAKE A NEW ONE WITH NO PERMISSION WITH THE AIM OF REINFORCE THE EXPERIENCE OF THE OTHER PLAYERS.

The first aim of this mod is to create a realistic battle system where the actual attilas ai would be able to break your lines or flanks due to the new combat and morale system. Highly recommended to use the realistic_battle.pack with this mod.

Highly recommended to play it on very hard battle difficulty.

This mod makes almost the same as the original for medieval 1212
https://steamcommunity.com/sharedfiles/filedetails/?id=2123735809&searchtext=realistic
but with a few changes, you have the original changelogs at the end:

1-Cavalry charges are less powerful than in the medieval version because in medieval times were more like the tanks of the period. In this version are still maneuverable and effective to break stagnant combats.

2-Pikes comabt system has been redone, you can see this changes below.

VIDEOS:

1-No phalanx army VS no phalanx army:

In this video, you can see how the characteristics of the original mod still work for ancient empires.

In the first part you can see how the points were the ai focusses his attack, is able to break my line( the first hastati units that run) and i have to use reserves to fill the gap and how the places where the combat is matched it takes more time to see units wavering when they have %40 or %50 of losses( the point in my right flank where one hastati unit is able to break his unit and then the point were my velites run).

https://drive.google.com/file/d/10F6QuqNoX_ZDnTpbQb57bY-VzeQllHbY/view?usp=sharing

In this second part, you can see how my right flank runs due to the pressure (product of his amount of soldiers) of the enemy reinforcements.

https://drive.google.com/file/d/1xpq-GCEv0FfQ1yddRYrolGPPEX404DfO/view?usp=sharing

In this third part, you can see how the right flank has given me enough time to the rest of my army to kill the previous enemy army and to redone the line.

https://drive.google.com/file/d/13m1wE4KGre9FRkE6-jJ8um1NDd4VnaJp/view?usp=sharing

In this fourth part, you can see how even if lose the battle due to the 20 minutes limit and i have to get back on the campaign map( as could strategically happen on a real battle) most all my units are still in the army even if they have heavy losses.–> So the time limit can make you reproduce with this mod a tactical victory on the field but a strategical lost on the campaign map because I’m not able to break enemy’s siege… Nevertheless, the losses inflicted on my enemy could open new strategies for the next turn.

https://drive.google.com/file/d/157w3Z2drv7KPBkiVuHhToe13fyNLP0jm/view?usp=sharing

PIKES:

Historically pikes were a very strong unit, impossible to break by the front and that was supposed to take account of a defensive attitude holding enemy’s center why other units used this time to make other tactical movements with the aim of winning the battle.

The problem of the original game is that apart from that the phalanx are very robust, they are also very offensive killing a lot of soldiers in each battle, and it is also not considered that they were vulnerable against more maneuverable units( that why they fell against the Roman legions). So this mod maintains phalanx defensive strength and also maintains his frontal power but his killing rate has been decreased so even if they still win combat fronts against other units, they dont do so quickly and gives to the player and the ai time to envolve them.

VIDEO no-phalanx VS phalanx before the change:

https://drive.google.com/file/d/1PswfhYoeMqtg3wvT4d3gqOpf2dAKmDZw/view?usp=sharing

VIDEO no-phalanx VS phalanx after the change:

https://drive.google.com/file/d/18q1ebJLBf9Tx_hSQMghsdeRFeK_KWUGc/view?usp=sharing

VIDEO phalanx VS phalanx after the change:

https://drive.google.com/file/d/16VKTtn8I4i6wt-3uJb7ckz3BqKc51OC3/view?usp=sharing

SUMMARY OF THE MAIN CHANGES:

1- Battles are longer, land battles should last 15-20 minutes, and some sieges even more. Even if the combat is longer well-done cavalry charges( also the ones of the ai) can break stagnant combat.

2- Morale has been changed so the tactical movements are more important and with the objective of focalizing the ones that the ai uses actually in the game(the balls created by the ai where one o your unit could contain 4 ai units will fall due to the suffered kills, so the ai now is able to break your line). For example, units that have been in long combat and they have lost the %50-%40 of the soldiers they will waver making holes in your line so you must use reserves in your formation if you don’t want to lose battles. Also if the ai is able to break you a unit in your flank due to a heavy cavalry charge or due to long combat where your unit has been losing the combat slightly or has been outnumbered by the enemy can cause to break your entire flank but not the entire army so good use of your reserves can reverse the situation…or not.

3- With this new morale system your units could run away from the battle with still the %50 of their soldiers, but even if that means that you could not use them again in that battle if you win the battle the unit would still be in your army after it.

4- Morale in the sieges has been increased for defenders so they would not break easily. I recommend using 20 minutes of battle time limit because in the combination of this mod to ensure even a more realistic experience by not killing the entire army in a winning battle or losing it in a lost battle. Even more not conquering a city in the first assault letting the ai to have more time to move reinforcements and vice versa