Flank Angle Mod
Posted: Thu May 07, 2020 8:48 pm
as per a discussion with stockwellpete, and kind of coming out of the medium foot discussion, I have made a mod that alters infantry flanks:
https://www.dropbox.com/sh/wz91htektdhe ... 9Oloa?dl=0
basically it downgrades 90 degree infantry flanks to just having the +50 on an occupied unit and being a normal attack on a non occupied unit. 'Rear' attacks have full +200 poa and auto drop affect on occupied units and +50 on unoccupied, as normal, and also the angle for what counts as rear is wider now so that non rear flanks are basically just the exactly 90 degree (starting and finishing position, not just finishing position) attacks.
Sorry, that explanation is a bit hard to follow, here's a picture:

the yellow highlighted units get the auto drop attack on an occupied unit
the blue circled units do not get an auto drop but do get a +50 for flank attack on an occupied unit (Message: "Infantry flank but not rear attack no auto drop")
the non highlighted non circled units in the front get a normal attack
I'm not sure how this is affecting light infantry and infantry vs elephant flanks but I think it is, I just haven't had time to test that yet but maybe someone else can or I'll do it later.
I thought I'd just post the mod here in case anyone else wanted to try this out.
I guess this would basically make infantry flanking less viable because it takes an extra turn or two to get into full flanking position, thereby harming the effectiveness of infantry but especially of medium infantry I think perhaps, and maybe providing a greater relative importance to cavalry (and elephants and chariots etc...) by being the only units left that can get full flank effect from a 90 degree flank. That may or may not be good, I have not thought about all of the implications yet.
if you just want to get rid of 90 degree flanks for infantry altogether then:
CombatTools.bsf > line 1696 and changing ret = 1; to ret = 0;
EDIT:
v1.1 that removes the +50 for 90 degree flanks from infantry on occupied, so there is now only normal attacks at or less than 90 degrees, and rear attacks behind with auto drop, for infantry (just does the above change):
https://www.dropbox.com/sh/4zg6jzb7vbso ... xxFTa?dl=0
v1.2 that removes flanks from cavalry as well (vs infantry or cavalry):
https://www.dropbox.com/sh/bfh0r2xwlhfy ... ZAXCa?dl=0
v1.2b is like 1.2 but retains cav flanks vs other cav
https://www.dropbox.com/sh/kfheaeews0mh ... 7V2Ga?dl=0
**also note that this mod is not making a medium foot/heavy foot distinction for flanks, that is another mod, but perhaps those could be combined later
EDIT:
Here's a mod that combines the cav mod and the flank angle mod:
https://www.dropbox.com/sh/iloqrhs8j2ak ... q6U_a?dl=0
the cav mod section is the 33% higher casualties and -1 CT modifier to non light cav vs non light cav, and the ZoC/AP changes (not the vs medium foot changes)
the flank angle section does ('vs' meaning 'flanks'):
cav vs cav; inf vs cav; ele vs ele; ele vs cav: same as vanilla
cav vs inf or inf vs inf or ele vs inf: 90 degree flank attacks are +50 vs unoccupied and +100 with no autodrop vs occupied, the rear attacks are same as vanilla (+50 and +200 and autodrop respectively)
Update: here's a cav mod and flank angle mod combined v1.1:
https://www.dropbox.com/sh/8dg48wpb8q4c ... hvCVa?dl=0
it adds:
1) set the number of turns being pursued while routing before you disperse to 2, from 4 (plus the initial routing turn, so really to 3 from 5)
2) altered continue pursuit chances for cavalry (not to initial pursuit, but for follow up pursuit turns after first turn of pursuit)
stop chances for cavalry now base 60 (up from base 50) *where stop chance is percent chance to stop this turn
raised to 70 against other mounted if both same type of mounted
if pursuer is light and fleer is non light then stop chance is only 50
if pursuer is non-light and fleer is light then stop chance is all the way up at 90
those are tentative values like everything else, but from testing a bit they seem to do a nice job of letting cavalry return to the fight to get something done in terms of flanking or coming back to finish the cav fight on the wings. They can still run off a bit, they are just not nearly as likely anymore to spend almost the whole game pursuing
I am also interested in decreasing or even eliminating chance to rally from broken, if anyone is interested in that.
https://www.dropbox.com/sh/wz91htektdhe ... 9Oloa?dl=0
basically it downgrades 90 degree infantry flanks to just having the +50 on an occupied unit and being a normal attack on a non occupied unit. 'Rear' attacks have full +200 poa and auto drop affect on occupied units and +50 on unoccupied, as normal, and also the angle for what counts as rear is wider now so that non rear flanks are basically just the exactly 90 degree (starting and finishing position, not just finishing position) attacks.
Sorry, that explanation is a bit hard to follow, here's a picture:

the yellow highlighted units get the auto drop attack on an occupied unit
the blue circled units do not get an auto drop but do get a +50 for flank attack on an occupied unit (Message: "Infantry flank but not rear attack no auto drop")
the non highlighted non circled units in the front get a normal attack
I'm not sure how this is affecting light infantry and infantry vs elephant flanks but I think it is, I just haven't had time to test that yet but maybe someone else can or I'll do it later.
I thought I'd just post the mod here in case anyone else wanted to try this out.
I guess this would basically make infantry flanking less viable because it takes an extra turn or two to get into full flanking position, thereby harming the effectiveness of infantry but especially of medium infantry I think perhaps, and maybe providing a greater relative importance to cavalry (and elephants and chariots etc...) by being the only units left that can get full flank effect from a 90 degree flank. That may or may not be good, I have not thought about all of the implications yet.
if you just want to get rid of 90 degree flanks for infantry altogether then:
CombatTools.bsf > line 1696 and changing ret = 1; to ret = 0;
EDIT:
v1.1 that removes the +50 for 90 degree flanks from infantry on occupied, so there is now only normal attacks at or less than 90 degrees, and rear attacks behind with auto drop, for infantry (just does the above change):
https://www.dropbox.com/sh/4zg6jzb7vbso ... xxFTa?dl=0
v1.2 that removes flanks from cavalry as well (vs infantry or cavalry):
https://www.dropbox.com/sh/bfh0r2xwlhfy ... ZAXCa?dl=0
v1.2b is like 1.2 but retains cav flanks vs other cav
https://www.dropbox.com/sh/kfheaeews0mh ... 7V2Ga?dl=0
**also note that this mod is not making a medium foot/heavy foot distinction for flanks, that is another mod, but perhaps those could be combined later
EDIT:
Here's a mod that combines the cav mod and the flank angle mod:
https://www.dropbox.com/sh/iloqrhs8j2ak ... q6U_a?dl=0
the cav mod section is the 33% higher casualties and -1 CT modifier to non light cav vs non light cav, and the ZoC/AP changes (not the vs medium foot changes)
the flank angle section does ('vs' meaning 'flanks'):
cav vs cav; inf vs cav; ele vs ele; ele vs cav: same as vanilla
cav vs inf or inf vs inf or ele vs inf: 90 degree flank attacks are +50 vs unoccupied and +100 with no autodrop vs occupied, the rear attacks are same as vanilla (+50 and +200 and autodrop respectively)
Update: here's a cav mod and flank angle mod combined v1.1:
https://www.dropbox.com/sh/8dg48wpb8q4c ... hvCVa?dl=0
it adds:
1) set the number of turns being pursued while routing before you disperse to 2, from 4 (plus the initial routing turn, so really to 3 from 5)
2) altered continue pursuit chances for cavalry (not to initial pursuit, but for follow up pursuit turns after first turn of pursuit)
stop chances for cavalry now base 60 (up from base 50) *where stop chance is percent chance to stop this turn
raised to 70 against other mounted if both same type of mounted
if pursuer is light and fleer is non light then stop chance is only 50
if pursuer is non-light and fleer is light then stop chance is all the way up at 90
those are tentative values like everything else, but from testing a bit they seem to do a nice job of letting cavalry return to the fight to get something done in terms of flanking or coming back to finish the cav fight on the wings. They can still run off a bit, they are just not nearly as likely anymore to spend almost the whole game pursuing
I am also interested in decreasing or even eliminating chance to rally from broken, if anyone is interested in that.