Mod leaders/battles
Posted: Fri May 15, 2020 11:14 pm
I did this mainly for my own fun, but I'm putting here for anyone else who may be interested. NB I've not been able to extensively test the impact of this, either for bugs or balance etc, so caveat emptor. I think I've quashed the obvious bugs, but there are a variety of cases I haven't seen in my playing or probably even thought of. This is obviously done as a scenario, but it is just the base campaign. The actual mods are around leader and battles. I may still play around with some of the logic, this last few days were just me having a play around to get familiar with the game scripts.
Extending slightly on the notes in the scenario description:
"This mod has the following:
Changes to working out who attacks or defends in battles, better leaders and being in home region etc are more likely to get to choose something they are good at or the worst for the enemy. It can drop to the old logic if there is no clear winner in the initiative check or both are balanced leaders.
Changes to deployment, leaders with different ratings have slight tweaks to who they will line up front. E.g defensive leaders put a bit more weight on effectiveness and experience (i.e. minimum roll) whilst attacking leaders go more for raw attack power and balanced leaders a bit in between, I don't expect radically different deployments but just a slightly less predictable one as generals change etc. As above I haven't had chance to test on a wide range of battles in a short time, so it may do something bizarre at some point. Also The support line will be filled with ranged units as much as possible, there should be no frontline units sneaking in unless there is spare room. That last bit may be the key part for some people from what I've been reading on the forum.
Slight changes to Frontage, mainly to have larger frontage on wider terrains where very large armies are involved (I think plains should be able to handle the larger battles a bit more).
These can be disabled individually via the Scenario.bsf if you only fancy one or two of those options. Cross fingers they can each be enabled or disabled in isolation without bugs, but as above; caveat emptor (set options to 0 to disable and revert to normal functioning):
gLSFOptions.ldrInitiative = 1; <-- attack or defense choice
gLSFOptions.ldrDeployment = 1; <-- new deployment logic
gLSFOptions.varyFrontage = 1; <--- varying frontage for small or very large armies.
Extending slightly on the notes in the scenario description:
"This mod has the following:
Changes to working out who attacks or defends in battles, better leaders and being in home region etc are more likely to get to choose something they are good at or the worst for the enemy. It can drop to the old logic if there is no clear winner in the initiative check or both are balanced leaders.
Changes to deployment, leaders with different ratings have slight tweaks to who they will line up front. E.g defensive leaders put a bit more weight on effectiveness and experience (i.e. minimum roll) whilst attacking leaders go more for raw attack power and balanced leaders a bit in between, I don't expect radically different deployments but just a slightly less predictable one as generals change etc. As above I haven't had chance to test on a wide range of battles in a short time, so it may do something bizarre at some point. Also The support line will be filled with ranged units as much as possible, there should be no frontline units sneaking in unless there is spare room. That last bit may be the key part for some people from what I've been reading on the forum.
Slight changes to Frontage, mainly to have larger frontage on wider terrains where very large armies are involved (I think plains should be able to handle the larger battles a bit more).
These can be disabled individually via the Scenario.bsf if you only fancy one or two of those options. Cross fingers they can each be enabled or disabled in isolation without bugs, but as above; caveat emptor (set options to 0 to disable and revert to normal functioning):
gLSFOptions.ldrInitiative = 1; <-- attack or defense choice
gLSFOptions.ldrDeployment = 1; <-- new deployment logic
gLSFOptions.varyFrontage = 1; <--- varying frontage for small or very large armies.