Cav ZoC/AP Mod Testing Workshop
Posted: Tue Apr 28, 2020 11:54 pm
Hello,
as per a discussion here:
viewtopic.php?f=477&t=97786&p=847092#p847092
I've decided to try out a mod for some of the in game cavalry behavior, just as a way for the community to test some changes.
So far I have added these changes:
1) Non-light Infantry units charged by non light cavalry this turn a) lose their secondary (NOT Primary) ZoCs this turn only and b) lose 4 AP for the next turn (their turn to move).
EDIT:
additional v1.1 changes:
-fixed logic that was permitting a cav unit to fallback from a previous turns combat and then, now having ap on its turn, charge past the non light infantry it fell back from.
additional 1.2 changes:
-increased AP loss from 4 to 6 so diagonal facing ZoC trap doesn't work either
additional v1.3 changes:
1) extra -1 to ct for non light cav vs non light cav on impact and in melee
2) 33% more casualties in non light cav vs non light cav on impact and in melee
3) added extra 25 poa to heavy lancers and light spear cav on impact vs medium foot
additional v1.4 changes:
1) removed extra 25 poa for lancers and light spear vs medium foot
2) added extra mandatory CT on charge for non light cav vs non light cav
*should i make versions of 1.3 without the additional poa vs mediums, or only doing 2 or 3, or only 2 or 3 in melee or impact?
This makes it so that
1) Non-light infantry are less able to ZoC lock multiple cavalry units at once on one turn (so long as one of those cav is willing to charge them that turn)
2) Non light infantry cannot ZoC trap cavalry by always following up to face them after the cavalry fall back (they would only be able to follow up one square on the next turn).
I think part of the idea/justification here is that on a given turn all moves are supposed to be happening at the same time, so if one of your cavalry units is charging straight at an enemy infantry and fighting and distracting them this turn, then another friendly cavalry unit of yours should have the opportunity to charge past that infantry on this turn. Please discuss.
concerns:
2) it is not imposed on light foot because they a) don't impose zoc on non light cav and b) flee from them anyway, but maybe I should do it to them anyway?
3) not sure how much this will effect a whole big line of infantry facing cavalry (as opposed to just some infantry holding flanks against some cavalry). ie it might weaken the ZoC of a large infantry line by too much.
4) should the ZoC loss on this turn from a charged infantry unit occur for all units facing that charged unit or only for other cavalry? ie if side A's cav charges side B's infantry and then falls back should side A's infantry unit now be able to ignore the secondary ZoC of that side B infantry or only other side A cavalry
5) what exploits will this open up?
6) will this unbalance cavalry? will it mess up the balance of cavalry heavy vs infantry heavy engagements?
Here is a link to this first version of the mod. Please Click Download > Direct Download from the dropdown in the top right:
Cav Mod (OLD):
https://www.dropbox.com/sh/l171694y1f6w ... 2LfFa?dl=0
Cav Mod v1.1 (OLD):
https://www.dropbox.com/sh/gq9kvwo1vkqy ... m9T8a?dl=0
Cav Mod v1.2 (OLD):
https://www.dropbox.com/sh/cl0fx2vyzht4 ... fD_Oa?dl=0
Cav Mod v1.3:
https://www.dropbox.com/sh/ut0zyvry1mqg ... avF3a?dl=0
Cav Mod v1.4 (Newest Link):
https://www.dropbox.com/sh/jovvwuj2eesf ... 2Y1Va?dl=0
Then extract the file to:
C:\Users\YourName\Documents\My Games\FieldOfGlory2\CAMPAIGNS
to be able to launch the mod in custom battles
and if you copy the Pike_Mod folder over to:
C:\Users\Name\Documents\My Games\FieldOfGlory2\MULTIPLAYER
you should be able to use it in multiplayer games
I am open to trying to mod just about anything so definitely let me know what ideas you've got below.
thanks
as per a discussion here:
viewtopic.php?f=477&t=97786&p=847092#p847092
I've decided to try out a mod for some of the in game cavalry behavior, just as a way for the community to test some changes.
So far I have added these changes:
1) Non-light Infantry units charged by non light cavalry this turn a) lose their secondary (NOT Primary) ZoCs this turn only and b) lose 4 AP for the next turn (their turn to move).
EDIT:
additional v1.1 changes:
-fixed logic that was permitting a cav unit to fallback from a previous turns combat and then, now having ap on its turn, charge past the non light infantry it fell back from.
additional 1.2 changes:
-increased AP loss from 4 to 6 so diagonal facing ZoC trap doesn't work either
additional v1.3 changes:
1) extra -1 to ct for non light cav vs non light cav on impact and in melee
2) 33% more casualties in non light cav vs non light cav on impact and in melee
3) added extra 25 poa to heavy lancers and light spear cav on impact vs medium foot
additional v1.4 changes:
1) removed extra 25 poa for lancers and light spear vs medium foot
2) added extra mandatory CT on charge for non light cav vs non light cav
*should i make versions of 1.3 without the additional poa vs mediums, or only doing 2 or 3, or only 2 or 3 in melee or impact?
This makes it so that
1) Non-light infantry are less able to ZoC lock multiple cavalry units at once on one turn (so long as one of those cav is willing to charge them that turn)
2) Non light infantry cannot ZoC trap cavalry by always following up to face them after the cavalry fall back (they would only be able to follow up one square on the next turn).
I think part of the idea/justification here is that on a given turn all moves are supposed to be happening at the same time, so if one of your cavalry units is charging straight at an enemy infantry and fighting and distracting them this turn, then another friendly cavalry unit of yours should have the opportunity to charge past that infantry on this turn. Please discuss.
concerns:
2) it is not imposed on light foot because they a) don't impose zoc on non light cav and b) flee from them anyway, but maybe I should do it to them anyway?
3) not sure how much this will effect a whole big line of infantry facing cavalry (as opposed to just some infantry holding flanks against some cavalry). ie it might weaken the ZoC of a large infantry line by too much.
4) should the ZoC loss on this turn from a charged infantry unit occur for all units facing that charged unit or only for other cavalry? ie if side A's cav charges side B's infantry and then falls back should side A's infantry unit now be able to ignore the secondary ZoC of that side B infantry or only other side A cavalry
5) what exploits will this open up?
6) will this unbalance cavalry? will it mess up the balance of cavalry heavy vs infantry heavy engagements?
Here is a link to this first version of the mod. Please Click Download > Direct Download from the dropdown in the top right:
Cav Mod (OLD):
https://www.dropbox.com/sh/l171694y1f6w ... 2LfFa?dl=0
Cav Mod v1.1 (OLD):
https://www.dropbox.com/sh/gq9kvwo1vkqy ... m9T8a?dl=0
Cav Mod v1.2 (OLD):
https://www.dropbox.com/sh/cl0fx2vyzht4 ... fD_Oa?dl=0
Cav Mod v1.3:
https://www.dropbox.com/sh/ut0zyvry1mqg ... avF3a?dl=0
Cav Mod v1.4 (Newest Link):
https://www.dropbox.com/sh/jovvwuj2eesf ... 2Y1Va?dl=0
Then extract the file to:
C:\Users\YourName\Documents\My Games\FieldOfGlory2\CAMPAIGNS
to be able to launch the mod in custom battles
and if you copy the Pike_Mod folder over to:
C:\Users\Name\Documents\My Games\FieldOfGlory2\MULTIPLAYER
you should be able to use it in multiplayer games
I am open to trying to mod just about anything so definitely let me know what ideas you've got below.
thanks