"Most illogical reaction. We demonstrated our superior weapons. They should have fled."
This is a tiny mod that makes combat tactics logic more internally consistent, reasonable, and intuitive by restoring symmetry between skirmish tactics groups, improving cooperation between different unit types, and correcting apparent oversights. For a background rant and brief discussion of the different troop checks used in the combat tactics file, see this post. This mod disables achievements.
Steam Download:
https://steamcommunity.com/sharedfiles/filedetails/?id=1422052089
A direct download is available at the bottom of this post.
Here is a list of what this mod does:
Adjusts the special troops file
War Elephants
changes "base_type" from "heavy_cavalry" to "knights" (to correct what seems to be an error in vanilla, given that the combat tactics file refers to "knights" rather than "heavy_cavalry")
Camel Cavalry
attempts to balance camels:
increases maintenance from 3 to 3.25
decreases skirmish attack from 4 to 3
decreases melee attack from 6 to 5
decreases pursue attack from 4 to 3
Adjusts the combat tactics file
Modified form of tactics triggers
changes all "naked" troop checks to bracketed checks against total troops in order to prevent Horse Archers from triggering Light Cavalry tactics and War Elephants from triggering Heavy Cavalry tactics (and for consistency)
i.e. a "naked" check of the form:
becomes a bracketed check of the form:
In vanilla, the "naked" check is used in triggers, and the bracketed check is used only in weight-multipliers. The "naked" check seems to look at a "base_type" such that "light_cavalry" refers to Light Cavalry, Camel Cavalry, and Horse Archers, while the bracketed check is precisely focused on a unit type such that "light_cavalry" refers only to Light Cavalry. Horse Archers satisfy the "naked" check shown above but fail to satisfy the bracketed check. I don't know why the distinction exists in vanilla, but using bracketed checks in triggers seems to work fine.
Improved cooperation between specific unit types
Horse Archers receive better support from Light Cavalry
Archers receive better support from Horse Archers
Light Cavalry receive better support from Archers
Heavy Infantry receive better support from Heavy Cavalry
Pikemen receive better support from Heavy Infantry
Heavy Cavalry receive better support from Pikemen
This is accomplished by:
(1) Setting the weights of all exclusive tactics (i.e. namesakes of tactics groups) to 3 and the weights of all cooperative tactics to 4; setting the weight-multipliers of all exclusive and cooperative tactics to 1.5
(2) Setting the offensive bonus that an exclusive skirmish tactic imparts to its associated unit to +200% (up from +100% for Horse Archers and down from +300% for Light Cavalry)
(3) Decreasing the offensive penalty that an exclusive tactic imparts to a potential supporting unit:
Swarm: decreases penalty to Light Cavalry offense from -150% to -50%
Volley: decreases penalty to Horse Archer offense from -150% to -50%
Harass: decreases penalty to Archer offense from -150% to -50%
Advance: decreases penalty to Heavy Cavalry offense from -150% to -50%
Stand Fast: decreases penalty to Heavy Infantry offense from -150% to -50%
Powerful Charge: decreases penalty to Pikemen offense from -150% to -50%
The resulting basic form of the offensive bonuses and penalties imparted by a modded skirmish tactic group is thus:
(4) Restoring the original trigger conditions for Volley and Volley Harass and the original weight-multiplier conditions for Swarm, Harass Swarm, Volley, Harass, and Volley Harass
(5) Emending cooperative tactic weight-multiplier conditions that had required improbably precise light troop or heavy troop fractions that made it practically impossible for flanks to hit them. The adjusted multipliers match the form of the vanilla Schiltron multipliers:
Harass Swarm
(restores pre-Conclave (2.5.x) logic with the following adjustments)
first multiplier condition: decreases horse archer fraction of light troops from 70% to 60%
(vanilla requires exactly 70% horse archers and 30% light cavalry)
second multiplier condition: decreases horse archer fraction of light troops from 60% to 50%
third multiplier condition: decreases horse archer fraction of light troops from 50% to 40%,
decreases light cavalry fraction of light troops from 30% to 20%
Swarm Volley
first multiplier condition: decreases archer fraction of light troops from 70% to 60%
(vanilla requires exactly 70% archers and 30% horse archers)
second multiplier condition: decreases archer fraction of light troops from 60% to 50%
third multiplier condition: decreases archer fraction of light troops from 50% to 40%,
decreases horse archer fraction of light troops from 30% to 20%
Volley Harass
(restores pre-Conclave (2.5.x) logic with the following adjustments)
first multiplier condition: decreases light cavalry fraction of light troops from 70% to 60%
(vanilla requires exactly 70% light cavalry and 30% archers)
second multiplier condition: decreases light cavalry fraction of light troops from 60% to 50%
third multiplier condition: decreases light cavalry fraction of light troops from 50% to 40%,
decreases archer fraction of light troops from 30% to 20%
Awesome Advance
first multiplier condition: decreases heavy infantry fraction of heavy troops from 70% to 60%
(vanilla requires exactly 70% heavy infantry and 30% heavy cavalry)
second multiplier condition: decreases heavy infantry fraction of heavy troops from 60% to 50%
third multiplier condition: decreases heavy infantry fraction of heavy troops from 50% to 40%,
decreases heavy cavalry fraction of heavy troops from 30% to 20%
Force Back (merged vanilla Slow Advance and vanilla Force Back)
first multiplier condition: decreases pikemen fraction of heavy troops from 70% to 60%
(vanilla requires exactly 70% pikemen and 30% heavy infantry)
second multiplier condition: decreases pikemen fraction of heavy troops from 60% to 50%
third multiplier condition: decreases pikemen fraction of heavy troops from 50% to 40%,
decreases heavy infantry fraction of heavy troops from 30% to 20%
Overwhelming Charge
first multiplier condition: decreases heavy cavalry fraction of heavy troops from 70% to 60%
(vanilla requires exactly 70% heavy cavalry and 30% pikemen)
second multiplier condition: decreases heavy cavalry fraction of heavy troops from 60% to 50%
third multiplier condition: decreases heavy cavalry fraction of heavy troops from 50% to 40%,
decreases pikemen fraction of heavy troops from 30% to 20%
The resulting basic form of the triggers and weight-multipliers of a modded tactic group is thus:
Other changes for consistency and symmetry
Disorganized Swarm
adds a +50% affinity bonus against the Volley Group to match Disorganized Harass, which has an affinity bonus despite being a "bad" tactic; increases the trigger condition when the flank has a good commander from 50% Horse Archers to 65% Horse Archers, thus removing the overlap between Swarm and Disorganized Swarm to match Harass and Disorganized Harass, which have no such overlap
Harass, Disorganized Harass, and Raid
removes prohibition when Horse Archers >= 50% of total troops, which is no longer necessary given that Horse Archers no longer count as Light Cavalry. Combinations of Horse Archers + Light Cavalry now behave like combinations of Archers + Horse Archers and Light Cavalry + Archers.
Disorganized Harass
decreases affinity bonus against the Swarm Group from +100% to +50%
Stand Fast Group
removes the Force Back tactic and splits its effects between Slow Advance and Stand Fast, the latter of which can now fire in any terrain. Heavy Infantry alone can no longer fire a Stand Fast tactic. Slow Advance is now called "Force Back", which I realize may be confusing, but I don't like one of the Stand Fast tactics having "advance" in its name.
localisation
changes the in-game text for [special]_[troop]_offensive and ..._defensive to "[Special Troop] Attack" and "...Defense", respectively (to match the text for regular units), changes some instances of "knights" to "heavy cavalry" (where the thing being referred to is the unit type rather than the cultural retinue), changes instances of "defence" to "defense" (for consistency), removes "Tactic" from the in-game display of tactic names (because it's inclusion seems superfluous)
Corrected oversights and quirks
changes instances of "Martial" to "martial"
Charge On Undefended
moves the condition that the enemy flank be composed of at least 60% Archers from a multiplier to the trigger
(In vanilla this tactic has a nonzero chance to fire even if the enemy flank has fewer than 60% Archers, which seems contrary to intention. There's also a hardcoded bug associated with this tactic, which causes a flank to change tactics daily when the enemy flank is >60% archers.)
Clever Ambush
changes trigger condition to fix apparent transposition of "light_infantry" and "light_cavalry" (compare to Desert Ambush)
Embolon Charge
adds a +120% bonus to Horse Archer offense; decreases bonus to Light Cavalry offense from +180% to +60%
Somewhat arbitrary / personal preference
Set the duration of most tactics to 6 days
Generic Skirmish
weight decreased from 3 to 2
Shieldwall
Light Infantry (as >=20% of total troops) can now trigger Shieldwall only if accompanied by either Heavy Infantry or Pikemen (as >=1% of total troops).
Feint
can now trigger when as few as 1% of total troops are Archers (down from 20%) but only if Heavy Infantry, Pikemen, and Heavy Cavalry are each less than 1% of total troops. It will still trigger if Archers and Light Infantry are each 20% of total troops, regardless of the amount of Heavy Infantry, Pikemen, and Heavy Cavalry.
Harass Swarm
Removed the prohibition that had existed when a flank has no commander and Horse Archers > 35%
Melee Defensive Tactics (Retreat and Ambush, Barrage, Raid)
gives these tactics symmetry that matches the skirmish offensive tactic groups: removes the Archer offensive bonus from Retreat and Ambush, halves the Horse Archer offensive bonus of Barrage, adds an Archer offensive bonus to Raid.
decreases weight-multipliers from 3 to 2
The first weight-multiplier requires the primary light troop type to be at least 30% of total troops.
The second weight-multiplier requires the secondary light troop type to be at least 30% of light troops.
(The second weight-multiplier of Raid is unchanged: it makes sense for it to look at Light Infantry instead of Archers in order to prioritize Advance and Stand Fast tactics for Shock- and Defense-type combinations, respectively.)
Second-order adjustments (needed because of the mod's other changes)
Shieldwall
is now less likely to fire when Light Cavalry and/or Horse Archers are greater than 30% of light troops
Feint
is now less likely to fire when Light Cavalry is at least 50% of light troops
Clever Ambush & Desert Ambush
allows Horse Archers to satisfy the trigger and modifier conditions to correct for the modified form of the tactics triggers, which otherwise would have prevented Horse Archers from triggering these tactics
Elephant Trample & Schiltron Formation
increases weights from 3 to 4 in order to match the increased weights of the cooperative tactics
Other
Moved location scopes (terrain conditions) under leader scope to fix a vanilla bug that prevents terrain checks in provinces with no holdings. In order to get Swarm tactics to fire in provinces with no holdings, a commander must be assigned to the flank or to the enemy flank. Swarm tactics will continue to fire in provinces with at least one holding even when the flank has no commander.
Attached are a version of my ARCEM spreadsheet and flank composition rankings for this mod. The method is described in a thread linked in my signature. There might be errors in the spreadsheet's tactics logic, as I have not double checked against the most recent version of the mod. The spreadsheet and rankings also assume that you're using my "Equus / Homo" retinue composition adjustments mod, but you can change the compositions back to the vanilla versions if you want.
— Spock, "The Galileo Seven"
This is a tiny mod that makes combat tactics logic more internally consistent, reasonable, and intuitive by restoring symmetry between skirmish tactics groups, improving cooperation between different unit types, and correcting apparent oversights. For a background rant and brief discussion of the different troop checks used in the combat tactics file, see this post. This mod disables achievements.
Steam Download:
https://steamcommunity.com/sharedfiles/filedetails/?id=1422052089
A direct download is available at the bottom of this post.
Here is a list of what this mod does:
Adjusts the special troops file
War Elephants
changes "base_type" from "heavy_cavalry" to "knights" (to correct what seems to be an error in vanilla, given that the combat tactics file refers to "knights" rather than "heavy_cavalry")
Previous versions of this mod used "base_type = special_troops" for both Horse Archers (to prevent them from firing Light Cavalry tactics) and War Elephants. But that seemed to cause those units to be improperly counted for purposes of determining combat tactics probabilities. The current version prohibits Horse Archers from firing Light Cavalry tactics by making changes to tactics triggers, which are described below.
Camel Cavalry
attempts to balance camels:
increases maintenance from 3 to 3.25
decreases skirmish attack from 4 to 3
decreases melee attack from 6 to 5
decreases pursue attack from 4 to 3
Adjusts the combat tactics file
Modified form of tactics triggers
changes all "naked" troop checks to bracketed checks against total troops in order to prevent Horse Archers from triggering Light Cavalry tactics and War Elephants from triggering Heavy Cavalry tactics (and for consistency)
i.e. a "naked" check of the form:
Code:
light_cavalry = 0.01
becomes a bracketed check of the form:
Code:
troops = {
who = light_cavalry
value = 0.01
}
In vanilla, the "naked" check is used in triggers, and the bracketed check is used only in weight-multipliers. The "naked" check seems to look at a "base_type" such that "light_cavalry" refers to Light Cavalry, Camel Cavalry, and Horse Archers, while the bracketed check is precisely focused on a unit type such that "light_cavalry" refers only to Light Cavalry. Horse Archers satisfy the "naked" check shown above but fail to satisfy the bracketed check. I don't know why the distinction exists in vanilla, but using bracketed checks in triggers seems to work fine.
Improved cooperation between specific unit types
With this mod, the "rule of two" strategy for flank composition still applies. This is expressed on the wiki as: "In order to maximize combat tactics efficiency, a flank should contain no more than two of the three major skirmish units (Horse Archers, Archers, Light Cavalry), and no more than two of the three major melee units (Heavy Infantry, Pikemen, Heavy Cavalry)." But units pair in a particular way. The direction of support is the same as the direction of affinities, such that in melee Heavy Cavalry trigger Charge tactics, which impart an offensive bonus when enemy Heavy Infantry trigger an Advance tactic, but Heavy Cavalry also act as a supporting unit with friendly Heavy Infantry during the Awesome Advance tactic, which imparts offensive bonuses when enemy Pikemen trigger a Stand Fast tactic, which in turn get a bonus against Charge tactics. So when Heavy Cavalry team up with Heavy Infantry during the Awesome Advance tactic, it's a bit like Scissors teaming up with Paper to get back at Rock. One of the problems with vanilla tactics logic is that it doesn't do a great job of encouraging these partnerships, leaving the player to prefer flanks with a single light troop type and a single heavy troop type. This mod attempts to address that.
Archers receive better support from Horse Archers
Light Cavalry receive better support from Archers
Heavy Infantry receive better support from Heavy Cavalry
Pikemen receive better support from Heavy Infantry
Heavy Cavalry receive better support from Pikemen
This is accomplished by:
(1) Setting the weights of all exclusive tactics (i.e. namesakes of tactics groups) to 3 and the weights of all cooperative tactics to 4; setting the weight-multipliers of all exclusive and cooperative tactics to 1.5
(2) Setting the offensive bonus that an exclusive skirmish tactic imparts to its associated unit to +200% (up from +100% for Horse Archers and down from +300% for Light Cavalry)
(3) Decreasing the offensive penalty that an exclusive tactic imparts to a potential supporting unit:
Swarm: decreases penalty to Light Cavalry offense from -150% to -50%
Volley: decreases penalty to Horse Archer offense from -150% to -50%
Harass: decreases penalty to Archer offense from -150% to -50%
Advance: decreases penalty to Heavy Cavalry offense from -150% to -50%
Stand Fast: decreases penalty to Heavy Infantry offense from -150% to -50%
Powerful Charge: decreases penalty to Pikemen offense from -150% to -50%
The resulting basic form of the offensive bonuses and penalties imparted by a modded skirmish tactic group is thus:
Code:
primary support other
unit unit unit
exclusive tactic +200% - 50% -150%
cooperative tactic +120% + 60% -180%
Code:
TACTIC HA off A off LC off LI off
Swarm +200% -150% - 50% + 0%
Harass Swarm +120% -180% + 60% + 0%
Volley - 50% +200% -150% + 0%
Swarm Volley + 60% +120% -180% + 0%
Harass -150% - 50% +200% + 0%
Volley Harass* -180% + 60% +120% +120%
*I have retained and increased the bonus that Volley Harass
imparts to Light Infantry because getting good ratios of LC:A
without also triggering Shieldwall requires pairing a Cavalry
retinue with the Light Skirmish retinue, but neither the trigger
nor the weight-multipliers check for Light Infantry.
Code:
TACTIC HI off P off HC off WE off
Advance +300% -150% - 50% + 0%
Awesome Advance +240% -180% + 60% + 0%
Stand Fast - 50% +300% -150% + 0%
Force Back* + 60% +240% -180% +120%
Powerful Charge -150% - 50% +300% + 0%
Overwhelming Charge -180% + 60% +240% + 0%
*See below for a description of changes to the Stand Fast Group
(4) Restoring the original trigger conditions for Volley and Volley Harass and the original weight-multiplier conditions for Swarm, Harass Swarm, Volley, Harass, and Volley Harass
(5) Emending cooperative tactic weight-multiplier conditions that had required improbably precise light troop or heavy troop fractions that made it practically impossible for flanks to hit them. The adjusted multipliers match the form of the vanilla Schiltron multipliers:
Harass Swarm
(restores pre-Conclave (2.5.x) logic with the following adjustments)
first multiplier condition: decreases horse archer fraction of light troops from 70% to 60%
(vanilla requires exactly 70% horse archers and 30% light cavalry)
second multiplier condition: decreases horse archer fraction of light troops from 60% to 50%
third multiplier condition: decreases horse archer fraction of light troops from 50% to 40%,
decreases light cavalry fraction of light troops from 30% to 20%
Swarm Volley
first multiplier condition: decreases archer fraction of light troops from 70% to 60%
(vanilla requires exactly 70% archers and 30% horse archers)
second multiplier condition: decreases archer fraction of light troops from 60% to 50%
third multiplier condition: decreases archer fraction of light troops from 50% to 40%,
decreases horse archer fraction of light troops from 30% to 20%
Volley Harass
(restores pre-Conclave (2.5.x) logic with the following adjustments)
first multiplier condition: decreases light cavalry fraction of light troops from 70% to 60%
(vanilla requires exactly 70% light cavalry and 30% archers)
second multiplier condition: decreases light cavalry fraction of light troops from 60% to 50%
third multiplier condition: decreases light cavalry fraction of light troops from 50% to 40%,
decreases archer fraction of light troops from 30% to 20%
Awesome Advance
first multiplier condition: decreases heavy infantry fraction of heavy troops from 70% to 60%
(vanilla requires exactly 70% heavy infantry and 30% heavy cavalry)
second multiplier condition: decreases heavy infantry fraction of heavy troops from 60% to 50%
third multiplier condition: decreases heavy infantry fraction of heavy troops from 50% to 40%,
decreases heavy cavalry fraction of heavy troops from 30% to 20%
Force Back (merged vanilla Slow Advance and vanilla Force Back)
first multiplier condition: decreases pikemen fraction of heavy troops from 70% to 60%
(vanilla requires exactly 70% pikemen and 30% heavy infantry)
second multiplier condition: decreases pikemen fraction of heavy troops from 60% to 50%
third multiplier condition: decreases pikemen fraction of heavy troops from 50% to 40%,
decreases heavy infantry fraction of heavy troops from 30% to 20%
Overwhelming Charge
first multiplier condition: decreases heavy cavalry fraction of heavy troops from 70% to 60%
(vanilla requires exactly 70% heavy cavalry and 30% pikemen)
second multiplier condition: decreases heavy cavalry fraction of heavy troops from 60% to 50%
third multiplier condition: decreases heavy cavalry fraction of heavy troops from 50% to 40%,
decreases pikemen fraction of heavy troops from 30% to 20%
The resulting basic form of the triggers and weight-multipliers of a modded tactic group is thus:
Code:
Trigger Multiplier 1 Multiplier 2 Multiplier 3
total troops in group
exclusive tactic primary ≥ 1% primary ≥70% primary ≥60% primary ≥50%
cooperative tactic primary ≥ 1% primary ≥60% primary ≥50% primary ≥40%
support ≥ 1% support ≥30% support ≥30% support ≥20%
Code:
TACTIC Trigger Multi 1 Multi 2 Multi 3
(total) (light) (light) (light)
Swarm HA≥ 1% HA≥70% HA≥60% HA≥50%
Harass Swarm HA≥ 1% HA≥60% HA≥50% HA≥40%
LC≥ 1% LC≥30% LC≥30% LC≥20%
Volley* A≥ 1% A≥70% A≥60% A≥50%
Swarm Volley A≥ 1% A≥60% A≥50% A≥40%
HA≥ 1% HA≥30% HA≥30% HA≥20%
Harass LC≥ 1% LC≥70% LC≥60% LC≥50%
Volley Harass LC≥ 1% LC≥60% LC≥50% LC≥40%
A≥ 1% A≥30% A≥30% A≥20%
*The Volley trigger condition that A<40% now applies only when the flank also has
enough War Elephants to trigger Gray Wall. English and Welsh commanders will always
use Massive Longbow Volley instead of Volley.
Code:
TACTIC Trigger Multi 1 Multi 2 Multi 3
(total) (heavy) (heavy) (heavy)
Advance HI≥ 1% HI≥70% HI≥60% HI≥50%
Awesome Advance HI≥ 1% HI≥60% HI≥50% HI≥40%
HC≥ 1% HC≥30% HC≥30% HC≥20%
Stand Fast P≥ 1% P≥70% P≥60% P≥50%
Force Back* P≥ 1% P≥60% P≥50% P≥40%
HI≥ 1% HI≥30% HI≥30% HI≥20%
OR OR OR OR
WE≥ 0.5% WE≥ 4% WE≥ 2% WE≥ 1%
Powerful Charge HC≥ 1% HC≥70% HC≥60% HC≥50%
Overwhelming Charge HC≥ 1% HC≥60% HC≥50% HC≥40%
P≥ 1% P≥30% P≥30% P≥20%
*See below for a description of changes to the Stand Fast Group.
As in vanilla, all War Elephant checks are against total troops.
Stand Fast has additional weight-multipliers that make it less likely
to fire when the flank has certain percentages of War Elephants
(in order to force the use of Force Back instead).
Other changes for consistency and symmetry
Disorganized Swarm
adds a +50% affinity bonus against the Volley Group to match Disorganized Harass, which has an affinity bonus despite being a "bad" tactic; increases the trigger condition when the flank has a good commander from 50% Horse Archers to 65% Horse Archers, thus removing the overlap between Swarm and Disorganized Swarm to match Harass and Disorganized Harass, which have no such overlap
Harass, Disorganized Harass, and Raid
removes prohibition when Horse Archers >= 50% of total troops, which is no longer necessary given that Horse Archers no longer count as Light Cavalry. Combinations of Horse Archers + Light Cavalry now behave like combinations of Archers + Horse Archers and Light Cavalry + Archers.
Disorganized Harass
decreases affinity bonus against the Swarm Group from +100% to +50%
Stand Fast Group
removes the Force Back tactic and splits its effects between Slow Advance and Stand Fast, the latter of which can now fire in any terrain. Heavy Infantry alone can no longer fire a Stand Fast tactic. Slow Advance is now called "Force Back", which I realize may be confusing, but I don't like one of the Stand Fast tactics having "advance" in its name.
localisation
changes the in-game text for [special]_[troop]_offensive and ..._defensive to "[Special Troop] Attack" and "...Defense", respectively (to match the text for regular units), changes some instances of "knights" to "heavy cavalry" (where the thing being referred to is the unit type rather than the cultural retinue), changes instances of "defence" to "defense" (for consistency), removes "Tactic" from the in-game display of tactic names (because it's inclusion seems superfluous)
Corrected oversights and quirks
changes instances of "Martial" to "martial"
Charge On Undefended
moves the condition that the enemy flank be composed of at least 60% Archers from a multiplier to the trigger
(In vanilla this tactic has a nonzero chance to fire even if the enemy flank has fewer than 60% Archers, which seems contrary to intention. There's also a hardcoded bug associated with this tactic, which causes a flank to change tactics daily when the enemy flank is >60% archers.)
Clever Ambush
changes trigger condition to fix apparent transposition of "light_infantry" and "light_cavalry" (compare to Desert Ambush)
Embolon Charge
adds a +120% bonus to Horse Archer offense; decreases bonus to Light Cavalry offense from +180% to +60%
Somewhat arbitrary / personal preference
Set the duration of most tactics to 6 days
Generic Skirmish
weight decreased from 3 to 2
Shieldwall
Light Infantry (as >=20% of total troops) can now trigger Shieldwall only if accompanied by either Heavy Infantry or Pikemen (as >=1% of total troops).
Feint
can now trigger when as few as 1% of total troops are Archers (down from 20%) but only if Heavy Infantry, Pikemen, and Heavy Cavalry are each less than 1% of total troops. It will still trigger if Archers and Light Infantry are each 20% of total troops, regardless of the amount of Heavy Infantry, Pikemen, and Heavy Cavalry.
Harass Swarm
Removed the prohibition that had existed when a flank has no commander and Horse Archers > 35%
Melee Defensive Tactics (Retreat and Ambush, Barrage, Raid)
gives these tactics symmetry that matches the skirmish offensive tactic groups: removes the Archer offensive bonus from Retreat and Ambush, halves the Horse Archer offensive bonus of Barrage, adds an Archer offensive bonus to Raid.
decreases weight-multipliers from 3 to 2
The first weight-multiplier requires the primary light troop type to be at least 30% of total troops.
The second weight-multiplier requires the secondary light troop type to be at least 30% of light troops.
(The second weight-multiplier of Raid is unchanged: it makes sense for it to look at Light Infantry instead of Archers in order to prioritize Advance and Stand Fast tactics for Shock- and Defense-type combinations, respectively.)
Second-order adjustments (needed because of the mod's other changes)
Shieldwall
is now less likely to fire when Light Cavalry and/or Horse Archers are greater than 30% of light troops
Feint
is now less likely to fire when Light Cavalry is at least 50% of light troops
Clever Ambush & Desert Ambush
allows Horse Archers to satisfy the trigger and modifier conditions to correct for the modified form of the tactics triggers, which otherwise would have prevented Horse Archers from triggering these tactics
Elephant Trample & Schiltron Formation
increases weights from 3 to 4 in order to match the increased weights of the cooperative tactics
Other
Moved location scopes (terrain conditions) under leader scope to fix a vanilla bug that prevents terrain checks in provinces with no holdings. In order to get Swarm tactics to fire in provinces with no holdings, a commander must be assigned to the flank or to the enemy flank. Swarm tactics will continue to fire in provinces with at least one holding even when the flank has no commander.
Attached are a version of my ARCEM spreadsheet and flank composition rankings for this mod. The method is described in a thread linked in my signature. There might be errors in the spreadsheet's tactics logic, as I have not double checked against the most recent version of the mod. The spreadsheet and rankings also assume that you're using my "Equus / Homo" retinue composition adjustments mod, but you can change the compositions back to the vanilla versions if you want.
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