Aggregate Mod
Posted: Thu May 14, 2020 3:18 am
there are a lot of different mod threads I've started now or participated in, so this one is going to be host to an aggregate mod.
this is probably the base which will ultimately become some kind of alternative gameplay mod, but it is still a long way from that.
It is a continuation from the combination cav mod and flank angle mod found at the bottom of the op of the flank angle mod thread, but there is enough new stuff that it needs a new name
Here is the link to download Aggregate Mod v1.0 (OLD)
https://www.dropbox.com/sh/u88sje69q3ti ... k5tda?dl=0
v1.1:
--never mind this one
v1.2:
https://www.dropbox.com/sh/k71t4kpveg90 ... iGcKa?dl=0
*let me know if there is anything wrong with the download or it doesn't work
this mod's 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 6 AP for the next turn (their turn to move) preventing ZoC trap of cavalry.
2) Adds extra -1 to ct for non light cav vs non light cav on impact and in melee
3) Adds 33% more casualties in non light cav vs non light cav on impact and in melee
4) 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)
5) 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 (vanilla)
-if pursuer is non-light and fleer is light then stop chance is all the way up at 90
6) flank angle mod changes:
-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)
7) Reduced victory condition auto win down to 50% from 60% ***updated original link so this works ***actually still doesn't work lol, but in upcoming 1.3 it should
8 ) reduced all general command radii to 4
9) removed positive effects of general unless it is the CinC or an SG and you are on the SG's team, ie SG are now like allied generals for the units under their command
10) increased threshold for remaining men in pursued, broken fleeing unit for auto disperse from 1/20 of starting strength to 1/10 of starting strength
11) set odds of testing to rally to 0 if not in range of general's command, keeping in mind you are now only in range of general's command if it is your SG or the CinC, and that general is not in combat, and their radii now are all only 4 (this is a pretty massive nerf to rallying and will probably need to be adjusted back a bit, perhaps with changes to radii, perhaps by simply increasing or decreasing odds to rally if in or outside of command radius, rather than simply making in impossible outside of the command radius, etc...)
-I could use some help testing 7-11 as they are new and pretty untested and kind of would take awhile to make sure they are working correctly
v1.2:
1) removed flank angle mod section exception for mounted vs mounted, ie now cav don't get auto drops flanking one another, also i think same with ele I didn't test that yet
2) changed CheckPursuersSwitchTarget() to call the new Pursuit_ChanceOfCharging() rather than the old AI_ChanceOfCharging, which basically just increases the chance that a pursuing unit will derail its pursuit to charge a non routed enemy. helps to make cav pursuers in particular less slippery.
--could also use help testing those two, to make sure 1 is working and that 2 is not too far in the other direction
considering:
-adding extra 25 poa to heavy lancers and light spear cav on impact vs medium foot
-other medium foot changes?
-adding in the pike mod changes
-adding in the anarchy mod if at some point that is functioning (big if)
-a bunch of other stuff, please note what I've forgotten from other threads and discussions
-keeping old general effects for light units so you don't have to manually assign them to a general to get the free 45 degrees or morale boost or to rally for them
this is probably the base which will ultimately become some kind of alternative gameplay mod, but it is still a long way from that.
It is a continuation from the combination cav mod and flank angle mod found at the bottom of the op of the flank angle mod thread, but there is enough new stuff that it needs a new name
Here is the link to download Aggregate Mod v1.0 (OLD)
https://www.dropbox.com/sh/u88sje69q3ti ... k5tda?dl=0
v1.1:
--never mind this one
v1.2:
https://www.dropbox.com/sh/k71t4kpveg90 ... iGcKa?dl=0
*let me know if there is anything wrong with the download or it doesn't work
this mod's 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 6 AP for the next turn (their turn to move) preventing ZoC trap of cavalry.
2) Adds extra -1 to ct for non light cav vs non light cav on impact and in melee
3) Adds 33% more casualties in non light cav vs non light cav on impact and in melee
4) 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)
5) 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 (vanilla)
-if pursuer is non-light and fleer is light then stop chance is all the way up at 90
6) flank angle mod changes:
-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)
7) Reduced victory condition auto win down to 50% from 60% ***updated original link so this works ***actually still doesn't work lol, but in upcoming 1.3 it should
8 ) reduced all general command radii to 4
9) removed positive effects of general unless it is the CinC or an SG and you are on the SG's team, ie SG are now like allied generals for the units under their command
10) increased threshold for remaining men in pursued, broken fleeing unit for auto disperse from 1/20 of starting strength to 1/10 of starting strength
11) set odds of testing to rally to 0 if not in range of general's command, keeping in mind you are now only in range of general's command if it is your SG or the CinC, and that general is not in combat, and their radii now are all only 4 (this is a pretty massive nerf to rallying and will probably need to be adjusted back a bit, perhaps with changes to radii, perhaps by simply increasing or decreasing odds to rally if in or outside of command radius, rather than simply making in impossible outside of the command radius, etc...)
-I could use some help testing 7-11 as they are new and pretty untested and kind of would take awhile to make sure they are working correctly
v1.2:
1) removed flank angle mod section exception for mounted vs mounted, ie now cav don't get auto drops flanking one another, also i think same with ele I didn't test that yet
2) changed CheckPursuersSwitchTarget() to call the new Pursuit_ChanceOfCharging() rather than the old AI_ChanceOfCharging, which basically just increases the chance that a pursuing unit will derail its pursuit to charge a non routed enemy. helps to make cav pursuers in particular less slippery.
--could also use help testing those two, to make sure 1 is working and that 2 is not too far in the other direction
considering:
-adding extra 25 poa to heavy lancers and light spear cav on impact vs medium foot
-other medium foot changes?
-adding in the pike mod changes
-adding in the anarchy mod if at some point that is functioning (big if)
-a bunch of other stuff, please note what I've forgotten from other threads and discussions
-keeping old general effects for light units so you don't have to manually assign them to a general to get the free 45 degrees or morale boost or to rally for them