Anarchy Mod: Updated
Posted: Mon Jun 14, 2021 3:58 am
Hello!
UPDATE: as of December 4th 2022 this mod is updated to work with the latest version of FoG2:Medieval
I ported the anarchy/refuse order bits from some of my old modding efforts over to FoG2:Medieval. This is ONLY the anarchy charges and refuses to charge, and associated UI and Squads.csv changes. It does NOT include any flank or command and control etc...changes from the alt or aggregate mod. Here's the UPDATED link:
https://drive.google.com/drive/folders/ ... share_link
just extract to:
C:\Users\NAME\Documents\My Games\FieldOfGloryMedieval\CAMPAIGNS
and then use the in-game button to change the module to the Anarchy Mod when making a new game or battle or scenario etc...
Extract above to the MULTIPLAYER folder if you want to use it in multiplayer, but I haven't tested that yet.
Anarchy Charges:
1) Anarchy ratings of ‘Impetuous’, ‘Eager’, 'Restrained', and ‘Does not anarchy’, corresponding to base values of 45, 25, and 0 (and -1 for doesn't anarchy)
---Changes to ‘already tested’ if a unit has anarchy tested this turn already, and thus will not test again until next turn
2) Combat log shows anarchy charge test with relevant factors contributing to the odds of charging, and whether the charge test was was passed, on move, turn or fallback commands done within charge range of enemies (ie if given a non-charge move while within charge range of the enemy), and also if left unmoved (and un-turned and un-fallbacked) at end turn while within charge range of an enemy
3) Factors affecting odds to anarchy charge (all in %)
---Base anarchy rating
---global anarchy modifier that increases anarchy 2% per instance of anarchy, across the whole game, up to some max
---Out of command range: +25 chance to anarchy
---Unit with general: -20 chance to anarchy
---CinC dead or routed: +10 chance to anarchy
---some other stuff I think I'll check again later
Factors Preventing Anarchy charges:
1) Foot charging out of protective terrain, or any unit charging foot in protective terrain
2) Anyone charging non fragmented elephants (I think this includes wagons in medieval)
3) Charging into terrain that will disorder the charging unit
4) Mediums charging from rough or difficult terrain into the open
5) Foot charging mounted shock
6) Charge target is already routed
Additional Info:
1) +10 to impact POA if anarchy charging
2) Max 90% chance to anarchy charge
Charge Refusals:
1) Tests when any unit is given a charge order (charge tooltip shows refusal odds)
2) The charge tooltip shows odds to refuse before taking the charge and reasons why
3) Combat log shows the same plus if you actually refused
Factors affecting odds to refuse to charge (max 50% chance to refuse to charge):
1) Significant combat disadvantage: +20
2) Some combat advantage: -20
3) Non-Shock Mounted vs steady Spears or Pikes: +20
4) Mounted vs Foot in protective terrain: +20
5) If charger is disrupted: +20
6) Ranged Lights attacking Non-Lights (except Artillery): +20
7) Ranged Light Cav against Non-Light Cav: +20
8 ) Light Foot against non-disordered Light-Cav: +20
9) Light Foot against severely disordered enemies: -20
10) Flank or rear attack (of any kind): -20
11) Out of command: +20
12) Has general: -20
13) CinC dead or routed: +20
14) Foot against steady Mounted Shock: +40
Factors Preventing Charge Refusals:
1) Won’t refuse to take a flank with autodrop or with +100 from flank angle
2) Won’t refuse to charge a fragmented unit
let me know if above link does not work. I added the anarchy values pretty quickly to the squads.csv file, so there may be a few errors.
Any feedback on adjusting anarchy/refuse chance values, or the tier for a given unit, or anything else, is welcome of course.
UPDATE: as of December 4th 2022 this mod is updated to work with the latest version of FoG2:Medieval
I ported the anarchy/refuse order bits from some of my old modding efforts over to FoG2:Medieval. This is ONLY the anarchy charges and refuses to charge, and associated UI and Squads.csv changes. It does NOT include any flank or command and control etc...changes from the alt or aggregate mod. Here's the UPDATED link:
https://drive.google.com/drive/folders/ ... share_link
just extract to:
C:\Users\NAME\Documents\My Games\FieldOfGloryMedieval\CAMPAIGNS
and then use the in-game button to change the module to the Anarchy Mod when making a new game or battle or scenario etc...
Extract above to the MULTIPLAYER folder if you want to use it in multiplayer, but I haven't tested that yet.
Anarchy Charges:
1) Anarchy ratings of ‘Impetuous’, ‘Eager’, 'Restrained', and ‘Does not anarchy’, corresponding to base values of 45, 25, and 0 (and -1 for doesn't anarchy)
---Changes to ‘already tested’ if a unit has anarchy tested this turn already, and thus will not test again until next turn
2) Combat log shows anarchy charge test with relevant factors contributing to the odds of charging, and whether the charge test was was passed, on move, turn or fallback commands done within charge range of enemies (ie if given a non-charge move while within charge range of the enemy), and also if left unmoved (and un-turned and un-fallbacked) at end turn while within charge range of an enemy
3) Factors affecting odds to anarchy charge (all in %)
---Base anarchy rating
---global anarchy modifier that increases anarchy 2% per instance of anarchy, across the whole game, up to some max
---Out of command range: +25 chance to anarchy
---Unit with general: -20 chance to anarchy
---CinC dead or routed: +10 chance to anarchy
---some other stuff I think I'll check again later
Factors Preventing Anarchy charges:
1) Foot charging out of protective terrain, or any unit charging foot in protective terrain
2) Anyone charging non fragmented elephants (I think this includes wagons in medieval)
3) Charging into terrain that will disorder the charging unit
4) Mediums charging from rough or difficult terrain into the open
5) Foot charging mounted shock
6) Charge target is already routed
Additional Info:
1) +10 to impact POA if anarchy charging
2) Max 90% chance to anarchy charge
Charge Refusals:
1) Tests when any unit is given a charge order (charge tooltip shows refusal odds)
2) The charge tooltip shows odds to refuse before taking the charge and reasons why
3) Combat log shows the same plus if you actually refused
Factors affecting odds to refuse to charge (max 50% chance to refuse to charge):
1) Significant combat disadvantage: +20
2) Some combat advantage: -20
3) Non-Shock Mounted vs steady Spears or Pikes: +20
4) Mounted vs Foot in protective terrain: +20
5) If charger is disrupted: +20
6) Ranged Lights attacking Non-Lights (except Artillery): +20
7) Ranged Light Cav against Non-Light Cav: +20
8 ) Light Foot against non-disordered Light-Cav: +20
9) Light Foot against severely disordered enemies: -20
10) Flank or rear attack (of any kind): -20
11) Out of command: +20
12) Has general: -20
13) CinC dead or routed: +20
14) Foot against steady Mounted Shock: +40
Factors Preventing Charge Refusals:
1) Won’t refuse to take a flank with autodrop or with +100 from flank angle
2) Won’t refuse to charge a fragmented unit
let me know if above link does not work. I added the anarchy values pretty quickly to the squads.csv file, so there may be a few errors.
Any feedback on adjusting anarchy/refuse chance values, or the tier for a given unit, or anything else, is welcome of course.