Battle Resolution enhanced.
This small mod attempts to resolve some of the issues I have with the battle system that Paradox have presented and the 98% of the time, foregone results that come from it. Although not a modder (some Total war), I have based my changes on what I feel is right after playing wargames for many, many years. hmy:
The mod is now available as 3 types;
Lite version 1.5: Mod friendly....no changing of files.
Siege events 1.5: Six siege events to add a bit more variety.
Full version: W.I.P. Next version will add full culture specific armies and tactics.
Updated for 1.5c Paradox patch.
Mediafire: Battle mod V1.5 Lite
Stick in your mod folder and select from start screen.
I would like feedback on this, positive or negative. I have only tested in european battles so far.
Also available in;
REALITY KINGS 1066
The Prince and the Thane
and elements of;
Project Rodrigo
Link for my new Siege events v1.5. Read the included readme file.
Mediafire: Siege events v1.5
Many thanks to Six Gun South for his concept on battle tactics which I used as a basis for my version.
Thanks to Guildencrantz for his flank morale suggestions and Avee allowing testing to be much easier and of course his Death Causes mod.
Thanks also to Kaivin for allowing me to modify his modifiers
To do when time & inspirition allows;
* Add new siege events - WIP
* Add new tactics...10 done...more to come
* Loss of flank or centre leader during combat impacting morale loss on that flank - Done
* Attrition losses to forces laying siege
* Increasing force amount needed to lay siege (Maybe hardcoded)
* Using leader traits to have more impact on how they behave during combat - Done
* Tweaks to defender bonus and unit stats as needed - WIP
* Naval invasion to be done - Done
* Defender bonus on Plains terrain (Defender normally picked the battle position so sounds reasonable) - Done
I have no problem with this mod or parts of, being used in other mods AS LONG AS permission and/or credit is given.
Those who do not (you know who you are) will be thrown in the dungeon and left to rot.
•Events: 1.000.062.000 - 1.000.062.999
This small mod attempts to resolve some of the issues I have with the battle system that Paradox have presented and the 98% of the time, foregone results that come from it. Although not a modder (some Total war), I have based my changes on what I feel is right after playing wargames for many, many years. hmy:
The mod is now available as 3 types;
Lite version 1.5: Mod friendly....no changing of files.
Siege events 1.5: Six siege events to add a bit more variety.
Full version: W.I.P. Next version will add full culture specific armies and tactics.
Updated for 1.5c Paradox patch.
1.5 Lite
* Slight changes for Paradox 1.5b patch.
* Added some culture specific tactics (more to come).
* Added 'Prepare for melee phase' (The side who changes first will benefit).
* Most tactics now have a attack or defense type.
* Flanks should pick a more suitable counter-tactic.
1.0e Lite
* Reworked tactic modifiers
* 10 new tactics based on traits which are;
1) For the King......My favourite, this tactic can change a battle.
2 & 3) Prepared positions......A defensive tactic for both Skirmish & Melee.
4) Daring Attack.......You need the brave trait for this one.
5) Knight's Charge......Only for heavy horse.
6) Charge of Folly......Pride comes before a fall.
7) Cavalry Flank Attack......Light or Heavy will do.
8) Lethal Volley......Unleash Hell.
9) Ambush.......Clever brilliant strategist.
10) Last Stand.....The name says it all.
For all the above tactics, I have used the swarm volley icon to show that a special tactic is being used. I tried to have additional icons made, but it seems that can not be done at present.
* I changed the martial ranking system as follows;
1) Basic....Just basic modifier, same as leaderless flank.
2) Normal..Slightly better than basic.
3) Good....Better than normal.
* Flank Morale....Based on suggestions by Guildencrantz Flanks will now break at different values according to leader traits. i.e. A flank led by a craven leader will break much sooner than one led by a brave one. So if your skilled tactician happens to be craven, watch out!
Note: In the Lite version, the morale breaking point is 25 (vanilla setting) This will mean that leaderless flanks can outlast poorer led flanks. In the full version, I have adjusted accordingly.
* Pursuit.....You can only pursue now if you have Light Cavalry. This may or may not work
1.0d
* Updated combat tactics selection
* Added 2 siege events
1.0c
* Fixed & updated trigger prerequisites for tactics availability
* Added Feint & Stand Fast tactics
1.0b
* Added small defense bonus to applicable units in Plain terrain.
* Defender bonus against Naval Invasion done.
* Siege time is now back to vanilla setting.
* Increased sailing time in high seas slightly.
* Reworked combat tactics based on a concept by Six gun south
* Leader martial skill now more important in selecting a better tactic
from three types of modifier; Poor, Normal & Good
* Simplified tactics available to three for skirmish & three for melee
plus a couple of vanilla ones.
* Added separate localization file for modified tactics.
1.0
* Modified all three phases of combat unit stats (Archers and light horse are now more deadlier in skirmish, horse archers nerfed slightly)etc
* Changed morale values for all units except light infantary & heavy horse
* Added defensive bonus to certain troops in Forest terrain
* Increased defender bonus to certain troops in appropriate terrain
* Attacking across rivers and straits is now harder
* Slightly increased mountain defense factor
* Changed siege morale loss to compensate for changes made to units
* Slight changes for Paradox 1.5b patch.
* Added some culture specific tactics (more to come).
* Added 'Prepare for melee phase' (The side who changes first will benefit).
* Most tactics now have a attack or defense type.
* Flanks should pick a more suitable counter-tactic.
1.0e Lite
* Reworked tactic modifiers
* 10 new tactics based on traits which are;
1) For the King......My favourite, this tactic can change a battle.
2 & 3) Prepared positions......A defensive tactic for both Skirmish & Melee.
4) Daring Attack.......You need the brave trait for this one.
5) Knight's Charge......Only for heavy horse.
6) Charge of Folly......Pride comes before a fall.
7) Cavalry Flank Attack......Light or Heavy will do.
8) Lethal Volley......Unleash Hell.
9) Ambush.......Clever brilliant strategist.
10) Last Stand.....The name says it all.
For all the above tactics, I have used the swarm volley icon to show that a special tactic is being used. I tried to have additional icons made, but it seems that can not be done at present.
* I changed the martial ranking system as follows;
1) Basic....Just basic modifier, same as leaderless flank.
2) Normal..Slightly better than basic.
3) Good....Better than normal.
* Flank Morale....Based on suggestions by Guildencrantz Flanks will now break at different values according to leader traits. i.e. A flank led by a craven leader will break much sooner than one led by a brave one. So if your skilled tactician happens to be craven, watch out!
Note: In the Lite version, the morale breaking point is 25 (vanilla setting) This will mean that leaderless flanks can outlast poorer led flanks. In the full version, I have adjusted accordingly.
* Pursuit.....You can only pursue now if you have Light Cavalry. This may or may not work
1.0d
* Updated combat tactics selection
* Added 2 siege events
1.0c
* Fixed & updated trigger prerequisites for tactics availability
* Added Feint & Stand Fast tactics
1.0b
* Added small defense bonus to applicable units in Plain terrain.
* Defender bonus against Naval Invasion done.
* Siege time is now back to vanilla setting.
* Increased sailing time in high seas slightly.
* Reworked combat tactics based on a concept by Six gun south
* Leader martial skill now more important in selecting a better tactic
from three types of modifier; Poor, Normal & Good
* Simplified tactics available to three for skirmish & three for melee
plus a couple of vanilla ones.
* Added separate localization file for modified tactics.
1.0
* Modified all three phases of combat unit stats (Archers and light horse are now more deadlier in skirmish, horse archers nerfed slightly)etc
* Changed morale values for all units except light infantary & heavy horse
* Added defensive bonus to certain troops in Forest terrain
* Increased defender bonus to certain troops in appropriate terrain
* Attacking across rivers and straits is now harder
* Slightly increased mountain defense factor
* Changed siege morale loss to compensate for changes made to units
Stick in your mod folder and select from start screen.
I would like feedback on this, positive or negative. I have only tested in european battles so far.
Also available in;
REALITY KINGS 1066
The Prince and the Thane
and elements of;
Project Rodrigo
Link for my new Siege events v1.5. Read the included readme file.
Mediafire: Siege events v1.5
Many thanks to Six Gun South for his concept on battle tactics which I used as a basis for my version.
Thanks to Guildencrantz for his flank morale suggestions and Avee allowing testing to be much easier and of course his Death Causes mod.
Thanks also to Kaivin for allowing me to modify his modifiers
To do when time & inspirition allows;
* Add new siege events - WIP
* Add new tactics...10 done...more to come
* Loss of flank or centre leader during combat impacting morale loss on that flank - Done
* Attrition losses to forces laying siege
* Increasing force amount needed to lay siege (Maybe hardcoded)
* Using leader traits to have more impact on how they behave during combat - Done
* Tweaks to defender bonus and unit stats as needed - WIP
* Naval invasion to be done - Done
* Defender bonus on Plains terrain (Defender normally picked the battle position so sounds reasonable) - Done
I have no problem with this mod or parts of, being used in other mods AS LONG AS permission and/or credit is given.
Those who do not (you know who you are) will be thrown in the dungeon and left to rot.
•Events: 1.000.062.000 - 1.000.062.999
Last edited: