Alternative Gameplay Mod v1.3
Posted: Sat May 30, 2020 4:20 pm
===Version 1.3===
Version 1.3
download for MULTIPLAYER and CAMPAIGNS folders version:
https://www.dropbox.com/sh/903dosc5fdt8 ... yuXta?dl=0
and global version:
https://www.dropbox.com/sh/g56k6p8z53by ... bX-Fa?dl=0
Then extract the folder to:
C:\Users\YourName\Documents\My Games\FieldOfGlory2\CAMPAIGNS
to be able to launch the mod in custom battles
and if you copy the folder over to:
C:\Users\YourName\Documents\My Games\FieldOfGlory2\MULTIPLAYER
you should be able to use it in multiplayer games, and into:
C:\Users\YourName\Documents\My Games\FieldOfGlory2\MODS
for the global mod version
change list:
1) Don't need to be at as great an advantage to get the reduction in charge refuse chance for combat advantage
2) UI now only 'in command' or 'out of command', +1 to CT is like vanilla (next to your SG or CinC in combat), everything set based on being in command at beginning of turn, and radius set based on in combat/pursuing (1 tile) or out of combat (4 tiles) at turn beginning
3) fixed combat advantage bug in refusals to charge and edited UI message a bit
4) loss of 2 AP for non light units from being out of command (not suffered on first turn to avoid a bug with that, plus it kind of makes sense that you would not get it on the first turn)
5) mp army list fixed with REPLACE string in armylist.txt so shows properly in hosted multiplayer games if you use mod added army lists
6) increase min pikes for macedonian 4th century mod army
7) anarchy now displayed as "disciplined" (0), "undisciplined" (25) or "does not anarchy" (-1). Unit quality adds or subtracts 20 from base anarchy chance if superior or above or raw or below, rather than that being part of base anarchy
8 ) compatible with new version of base FOG2 (1.5.30 – “Warband Update”), so updated to have all the new pike, warband, lancer etc...new unit models, and updated the scripts that changed for light cav turning non lights, and so on...
9) removed chance for random reduction in AP when evading only for light foot so not so easily caught by non light foot (balance of this needs testing)
10) fixed pursuit_chanceofcharging permitting impermissible pursuits, at least for light infantry and fragmented units, and on the whole changed quite a bit of it's logic
further updates (8:00 am MST 7/3):
1) fixed issue with ap reduced below 0 when out of command (prevented artillery from firing)
2) fixed 14/10 pursuit warband bug on stop
3) negative ct for back edge camping (-1 and for back 4 tiles of your side)
4) covered map with UI background while selecting forces
5) added general selection/purchasing
6) made non light cavalry not break off combat that is with only foot bowmen, and less likely to do so against multiple enemies if one of them is foot bowmen (because doing so is a kind of weird suicide)
7) added exception for lights refusing to charge non lights for artillery (ie light cav not going to have refuse orders chance increased against artillery like it is against other non lights)
8 ) gave heavy arty 6 ap so they can move very slowly, 1 square per turn, still can only turn 45 degrees, and can move 1 diagonal tile if in command
but only straight if out of command (might change that last bit). not sure about keeping this change but seemed like it might increase the relevance of artillery, especially in MP games, where the tend not to be taken because they cannot move at all (did not make changes to ai for this change so not sure if ai would move heavy artillery, may update ai for this later)
9) fixed unit selection unit preview popup window ui bug
*I should probably have put those further updates in a new version but this was faster
considering:
1) changing general falling to only impose CT on his own troops
2) changing to always have 4 tile radius for command regardless of whether in combat
===Version 1.2===
v1.2 download:
https://www.dropbox.com/sh/et4ogve5nkat ... lqKDa?dl=0
change list:
1) fixed display for anarchy and refuse chances that could show above 100 or below 0 %
2) special rules for light troops refusals made only for ranged light troops, ie light lancers not refusing to charge now just because they are light
3) increased chance to test to rally from broken to 60 (from 30 in prev mod version and 20 in vanilla), and to rally from not broken to 60 (from 40 in vanilla)
4) changed refuse order values and math to be accumulative
5) change african spearmen and phoenician african spearmen from 25 to 5 anarchy, and changed Bedouin light horsemen exempt to 25 anarchy, and prodromoi
from exempt to 5 anarchy
6) added anarchy charge test on turn
7) added anarchy charge test on fallback
8 ) decrease chance to refuse charge if at significant combat advantage
9) integrated pikemod, and also added +200 poa for charger and -2 CT for pike on flanks against occupied pikes (still no autodrop), plus the pikemod army list
changes for hellenic factions
10) put charge refusal information into charge tooltip
11) scythed chariots stick around in melee so long as enemy it is in combat with is not steady, rather than if just not broken
12) added CC stuff to refusal chance considerations (with general, cinc dead, inside command radius)
13) added indicator if unit has already anarchy charge tested this turn in ui (replaces anarchy chance after testing)
14) can now rally if within 4 tile command radius of general outside of combat, or if adjacent (within one tile) of general in combat, rather than
just the former as it was before, with updated unit ui and general's command radius image to reflect this
-unit ui has complex changes explained below
15) your lights now being near enemies do not remove group move from your side, and they cannot direct group move either. Because auto assigning
lights to teams in the mod, they will be in the group by default, because you do want them assigned to teams for rally and cc, but you would not want your lights
to be used for group move, so now they can be both assigned to teams and moved independently of their team while not causing their team to lose group
move when they are near the enemy. A bit confusing to write all out but makes sense when you try it. Opponent's lights still impose loss of group move
on your units like normal if within given distance. UI (blue bits) for group move changed to reflect all of that
16) altered Pursuit_ChanceOfCharging calculations, changed chance to pursue to charge quite a bit, among other things if you are a light horse at disadvantage in the charge against non light foot or cav and it would not be a rear attack or against an occupied enemy then stop rather than continue pursuing or charge. Some similar changes for non light cav. Also added guaranteed chance to take charge from pursuit if it would autodrop target. Again, a bit confusing to write out but makes sense when you try it. Needs more testing and is kind of a work in progress
17) changed to count as rear from greater than 100 to greater than 95 degrees to hopefully fix some shallow rear attacks not counting as rear attacks
18) modified per extra unit in combat with effectiveness from 20 to 25, still max at 50, ie 2v1s and 3v1s are a bit more effective now
19) various alterations to casualties between different units types to speed up/slow down combat in different places to try and get the right feel for the mod
20) outside of command range for charge refusals and anarchy charges also taking into account if adjacent and general in combat (ie does not increase anarchy
or refuse chance if adjacent to general in combat and/or in radius of general out of combat, in contrast to before where it was only the latter)
21) show no command radius if general is routing, 1 if in combat or pursuing, 4 otherwise, so that the visual matches the effects
22) increased radius in which units take ct check on general dying from 1 and 2 for SG and CinC respectively to 2 and 3
Done casualty changes:
1) melee and impact combat between light cav casualties increased 33%
2) melee between lights and non-lights: 33% more inflicted by all non-lights on all lights
3) impact between lights and non-light cavalry: 33% more inflicted by non-light cav on lights, unless the lights are light lancers then its mutual
4) damage reduced 25% non light foot vs steady pikes (this is from the pike mod)
5) damage reduced 10% between all other non light foot vs non light foot combat
6) non light inf vs non light inf casualty decrease only 10% now
*these also have indications in the combat log but will probably be removed later to reduce clutter
Unit UI changes:
in the unit ui where it normally just tells you reduced cc or pursuing etc...there will now be indications for if a unit:
1) can or cannot rally on the next preturn based on its current access to command
2) has the +1 to ct if in close combat adjacent to general
3) has the free turn for this turn based on their command access at the beginning of the turn ie like for getting the free turn from being in command radius in vanilla
4) free turn or not
5) No Control instead of No CC, because CC is a bit ambiguous now.
*these are complex changes that are not yet bug free and you may end up seeing some weirdness with the messages, but on the whole the ui stuff should be accurate and give you a good idea of the command situation for any given unit.
*it remains to be seen if these exact changes will be kept, so it is worth paying attention to see if you like these radii and effects for command or if you would prefer an across the board 4 tile radius for everything
===Version 1.1===
download for v1.1:
https://www.dropbox.com/sh/5g9f7g3mdrvy ... Xiv3a?dl=0
v1.1 change list:
1) reduce anarchy by 20 for units with general
2) increase anarchy for whole army by 10 if cinc is dead or routed
3) changed squads file anarchy base values to -15, 0, 5, 25, and 45 (these are mostly a lot higher for the high anarchy units)
4) added anarchy roll info to combat log
5) added refuse orders roll info to combat log *definitely worth checking the combat log now to learn about the anarchy/refuse stuff if that is not something you normally turn on
6) changed double drop to only happen if at significant combat disadvantage (not unit strength below 75% anymore) *not well tested
7) display base anarchy rating in ui for unit
8 ) global anarchy modifier, increases anarchy 2% per instance of anarchy, across the whole game, up to 10%
9) disrupted units will not anarchy charge steady enemies
10) changed opportunity charge chance from pursuit to 100% if valid target is ahead within 45 degrees *needs testing, pretty large change to pursuits
11) increase charge chance anarchy modifier to 25% for outside command range
12) added charge tooltip explaining secondary zoc loss
13) make pursuits by cav if enemies adjacent and to the front stop only if one of those enemies are also cav and now only within 45 and not 90 degrees of front
14) increase infantry combat resolution time by decreasing melee casualties (not impact) between non light inf down 20% *needs testing to see if too much/not enough slowing down of inf melee
15) got rid of imposed ap loss with cav charges on inf, and instead now increasing cav fallback to 3 squares
16) chance refuse charge if disrupted flat 25%
17) +10 to impact POA if anarchy charging
18) extra +10 (so +20 total) to deep impact POA (basically warband impact)
19) cav refuse orders chance now only vs steady spears in the front, not spears in general
20) increase from 25% to 50% chance to refuse charge for light cav against non light cav (40% if rear attack, and still 0% if fragmented)
21) increase chance to test to rally at all from broken from 20% to 30% (but it's still only within command radius/in units with general)
============================original post below (v1.0)=========================================
Here is the link to the first version of the 'alternative gameplay mod', which if you have been following the mod threads so far, is a combination of the 'aggregate mod' from an old thread (which was in turn an aggregation of mods lol) and new anarchy stuff (anarchy charges and refusals to charge), and some more random tidbits
download link:
https://www.dropbox.com/sh/n5m2aij98ic8 ... 4O11a?dl=0
Anarchy Charges:
There is now a chance for certain units to anarchy charge if they are a) given a non charge move while within charge range of the enemy or b) left unmoved at end turn within charge range of enemy
Active Anarchy Charge Modifiers:
1) All units have a base chance to charge, with some being excluded from anarchy charging altogether. Pete will post the unit list.
2) The base chance to charge is increased by 20 points (out of 100) if the unit is outside of the command radius of a general (either their SG or the CinC only, not all SGs)
The following anarchy charge chance modifiers are not active in the mod, but they are under consideration (most of them are implemented, and I would just have to uncomment them to make them work. We are just starting simple for now). Please discuss potentially activating:
1) increasing/greatly increasing, decreasing/greatly decreasing anarchy charge chance if at combat advantage/significant advantage, disadvantage/significant disadvantage respectively
2) increasing charge chance if the enemy is ranged and you are not
3) decreasing charge chance if you are ranged
4) increasing charge chance if you are at shooting disadvantage (whether you can shoot or not) and at less of a combat disadvantage than a shooting disadvantage (yes this is different from 2 and 3)
5) if you are mounted and enemy is fragmented
6) if you are better off defending your current position than charging to fight the enemy in their position (like you are defending a hill for example)
7) unit quality charge chance changes
8 ) decrease charge chance for unit with general in it
9) change charge chances if target is already engaged
10) increase charge chance across whole army if CinC dies
11) increase charge chance incrementally across whole army as more and more units anarchy charge
12) alter anarchy charge chance for a disrupted unit
Units in these situations never anarchy charge (these are implemented):
1) Foot charging out of protective terrain, or any unit charging foot in protective terrain
2) anyone charging non fragmented elephants
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) enemy is already routed (might change this)
7) charger is mounted and enemy are non fragmented spears or pikes
8 ) charging would expose you to flank threat
Refusals to Charge: *these are generally set at 25% chance to refuse each unless otherwise specified
There is also now a chance for certain units to refuse orders to charge **A unit that refuses to charge suffers anarchy and not only does it not charge, it refuses to move for the remainder of the player turn.
1) Light Foot charging any enemy other than other Light Foot (unless that enemy is severely disordered, or at all disordered light horse).
2) Light Horse charging any enemy other than other Light Horse and Light Foot.
3) Disrupted troops charging anyone (+25). Especially non disrupted enemies (extra +10 chance to refuse)
4) Troops ordered to charge at very significant combat disadvantage
5) mounted ordered to charge non fragmented spears or pikes, or foot in protective terrain
The above refusal to charge is altered or superseded by:
1) the charge would be a flank attack (decrease chance to refuse), and if it would be an auto drop flank there is zero percent chance to refuse
Additional Changes in this Mod:
1) changed victory conditions to be 50% everywhere
2) assigns lights to a general on deployment
3) remove chance to double drop if at at least 75% strength (does not affect auto drop + drop from losing impact, but double drops from losing a single impact or melee very badly)
4) turned initial pursuit chance to 0 for cavalry that have non ZoCable enemies adjacent to them and within 90 degrees of their front facing, whether those enemies are in combat or not
Change List from Aggregate Mod:
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:
-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...)
12) 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.
generally 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
-put auto drop back in for flank for non light inf vs light inf, or for evaded lights if that isn't working
-change values or autodrops for different flank angle changes, keep for cav vs cav or whatever, lots of variations there to consider
Version 1.3
download for MULTIPLAYER and CAMPAIGNS folders version:
https://www.dropbox.com/sh/903dosc5fdt8 ... yuXta?dl=0
and global version:
https://www.dropbox.com/sh/g56k6p8z53by ... bX-Fa?dl=0
Then extract the folder to:
C:\Users\YourName\Documents\My Games\FieldOfGlory2\CAMPAIGNS
to be able to launch the mod in custom battles
and if you copy the folder over to:
C:\Users\YourName\Documents\My Games\FieldOfGlory2\MULTIPLAYER
you should be able to use it in multiplayer games, and into:
C:\Users\YourName\Documents\My Games\FieldOfGlory2\MODS
for the global mod version
change list:
1) Don't need to be at as great an advantage to get the reduction in charge refuse chance for combat advantage
2) UI now only 'in command' or 'out of command', +1 to CT is like vanilla (next to your SG or CinC in combat), everything set based on being in command at beginning of turn, and radius set based on in combat/pursuing (1 tile) or out of combat (4 tiles) at turn beginning
3) fixed combat advantage bug in refusals to charge and edited UI message a bit
4) loss of 2 AP for non light units from being out of command (not suffered on first turn to avoid a bug with that, plus it kind of makes sense that you would not get it on the first turn)
5) mp army list fixed with REPLACE string in armylist.txt so shows properly in hosted multiplayer games if you use mod added army lists
6) increase min pikes for macedonian 4th century mod army
7) anarchy now displayed as "disciplined" (0), "undisciplined" (25) or "does not anarchy" (-1). Unit quality adds or subtracts 20 from base anarchy chance if superior or above or raw or below, rather than that being part of base anarchy
8 ) compatible with new version of base FOG2 (1.5.30 – “Warband Update”), so updated to have all the new pike, warband, lancer etc...new unit models, and updated the scripts that changed for light cav turning non lights, and so on...
9) removed chance for random reduction in AP when evading only for light foot so not so easily caught by non light foot (balance of this needs testing)
10) fixed pursuit_chanceofcharging permitting impermissible pursuits, at least for light infantry and fragmented units, and on the whole changed quite a bit of it's logic
further updates (8:00 am MST 7/3):
1) fixed issue with ap reduced below 0 when out of command (prevented artillery from firing)
2) fixed 14/10 pursuit warband bug on stop
3) negative ct for back edge camping (-1 and for back 4 tiles of your side)
4) covered map with UI background while selecting forces
5) added general selection/purchasing
6) made non light cavalry not break off combat that is with only foot bowmen, and less likely to do so against multiple enemies if one of them is foot bowmen (because doing so is a kind of weird suicide)
7) added exception for lights refusing to charge non lights for artillery (ie light cav not going to have refuse orders chance increased against artillery like it is against other non lights)
8 ) gave heavy arty 6 ap so they can move very slowly, 1 square per turn, still can only turn 45 degrees, and can move 1 diagonal tile if in command
but only straight if out of command (might change that last bit). not sure about keeping this change but seemed like it might increase the relevance of artillery, especially in MP games, where the tend not to be taken because they cannot move at all (did not make changes to ai for this change so not sure if ai would move heavy artillery, may update ai for this later)
9) fixed unit selection unit preview popup window ui bug
*I should probably have put those further updates in a new version but this was faster
considering:
1) changing general falling to only impose CT on his own troops
2) changing to always have 4 tile radius for command regardless of whether in combat
===Version 1.2===
v1.2 download:
https://www.dropbox.com/sh/et4ogve5nkat ... lqKDa?dl=0
change list:
1) fixed display for anarchy and refuse chances that could show above 100 or below 0 %
2) special rules for light troops refusals made only for ranged light troops, ie light lancers not refusing to charge now just because they are light
3) increased chance to test to rally from broken to 60 (from 30 in prev mod version and 20 in vanilla), and to rally from not broken to 60 (from 40 in vanilla)
4) changed refuse order values and math to be accumulative
5) change african spearmen and phoenician african spearmen from 25 to 5 anarchy, and changed Bedouin light horsemen exempt to 25 anarchy, and prodromoi
from exempt to 5 anarchy
6) added anarchy charge test on turn
7) added anarchy charge test on fallback
8 ) decrease chance to refuse charge if at significant combat advantage
9) integrated pikemod, and also added +200 poa for charger and -2 CT for pike on flanks against occupied pikes (still no autodrop), plus the pikemod army list
changes for hellenic factions
10) put charge refusal information into charge tooltip
11) scythed chariots stick around in melee so long as enemy it is in combat with is not steady, rather than if just not broken
12) added CC stuff to refusal chance considerations (with general, cinc dead, inside command radius)
13) added indicator if unit has already anarchy charge tested this turn in ui (replaces anarchy chance after testing)
14) can now rally if within 4 tile command radius of general outside of combat, or if adjacent (within one tile) of general in combat, rather than
just the former as it was before, with updated unit ui and general's command radius image to reflect this
-unit ui has complex changes explained below
15) your lights now being near enemies do not remove group move from your side, and they cannot direct group move either. Because auto assigning
lights to teams in the mod, they will be in the group by default, because you do want them assigned to teams for rally and cc, but you would not want your lights
to be used for group move, so now they can be both assigned to teams and moved independently of their team while not causing their team to lose group
move when they are near the enemy. A bit confusing to write all out but makes sense when you try it. Opponent's lights still impose loss of group move
on your units like normal if within given distance. UI (blue bits) for group move changed to reflect all of that
16) altered Pursuit_ChanceOfCharging calculations, changed chance to pursue to charge quite a bit, among other things if you are a light horse at disadvantage in the charge against non light foot or cav and it would not be a rear attack or against an occupied enemy then stop rather than continue pursuing or charge. Some similar changes for non light cav. Also added guaranteed chance to take charge from pursuit if it would autodrop target. Again, a bit confusing to write out but makes sense when you try it. Needs more testing and is kind of a work in progress
17) changed to count as rear from greater than 100 to greater than 95 degrees to hopefully fix some shallow rear attacks not counting as rear attacks
18) modified per extra unit in combat with effectiveness from 20 to 25, still max at 50, ie 2v1s and 3v1s are a bit more effective now
19) various alterations to casualties between different units types to speed up/slow down combat in different places to try and get the right feel for the mod
20) outside of command range for charge refusals and anarchy charges also taking into account if adjacent and general in combat (ie does not increase anarchy
or refuse chance if adjacent to general in combat and/or in radius of general out of combat, in contrast to before where it was only the latter)
21) show no command radius if general is routing, 1 if in combat or pursuing, 4 otherwise, so that the visual matches the effects
22) increased radius in which units take ct check on general dying from 1 and 2 for SG and CinC respectively to 2 and 3
Done casualty changes:
1) melee and impact combat between light cav casualties increased 33%
2) melee between lights and non-lights: 33% more inflicted by all non-lights on all lights
3) impact between lights and non-light cavalry: 33% more inflicted by non-light cav on lights, unless the lights are light lancers then its mutual
4) damage reduced 25% non light foot vs steady pikes (this is from the pike mod)
5) damage reduced 10% between all other non light foot vs non light foot combat
6) non light inf vs non light inf casualty decrease only 10% now
*these also have indications in the combat log but will probably be removed later to reduce clutter
Unit UI changes:
in the unit ui where it normally just tells you reduced cc or pursuing etc...there will now be indications for if a unit:
1) can or cannot rally on the next preturn based on its current access to command
2) has the +1 to ct if in close combat adjacent to general
3) has the free turn for this turn based on their command access at the beginning of the turn ie like for getting the free turn from being in command radius in vanilla
4) free turn or not
5) No Control instead of No CC, because CC is a bit ambiguous now.
*these are complex changes that are not yet bug free and you may end up seeing some weirdness with the messages, but on the whole the ui stuff should be accurate and give you a good idea of the command situation for any given unit.
*it remains to be seen if these exact changes will be kept, so it is worth paying attention to see if you like these radii and effects for command or if you would prefer an across the board 4 tile radius for everything
===Version 1.1===
download for v1.1:
https://www.dropbox.com/sh/5g9f7g3mdrvy ... Xiv3a?dl=0
v1.1 change list:
1) reduce anarchy by 20 for units with general
2) increase anarchy for whole army by 10 if cinc is dead or routed
3) changed squads file anarchy base values to -15, 0, 5, 25, and 45 (these are mostly a lot higher for the high anarchy units)
4) added anarchy roll info to combat log
5) added refuse orders roll info to combat log *definitely worth checking the combat log now to learn about the anarchy/refuse stuff if that is not something you normally turn on
6) changed double drop to only happen if at significant combat disadvantage (not unit strength below 75% anymore) *not well tested
7) display base anarchy rating in ui for unit
8 ) global anarchy modifier, increases anarchy 2% per instance of anarchy, across the whole game, up to 10%
9) disrupted units will not anarchy charge steady enemies
10) changed opportunity charge chance from pursuit to 100% if valid target is ahead within 45 degrees *needs testing, pretty large change to pursuits
11) increase charge chance anarchy modifier to 25% for outside command range
12) added charge tooltip explaining secondary zoc loss
13) make pursuits by cav if enemies adjacent and to the front stop only if one of those enemies are also cav and now only within 45 and not 90 degrees of front
14) increase infantry combat resolution time by decreasing melee casualties (not impact) between non light inf down 20% *needs testing to see if too much/not enough slowing down of inf melee
15) got rid of imposed ap loss with cav charges on inf, and instead now increasing cav fallback to 3 squares
16) chance refuse charge if disrupted flat 25%
17) +10 to impact POA if anarchy charging
18) extra +10 (so +20 total) to deep impact POA (basically warband impact)
19) cav refuse orders chance now only vs steady spears in the front, not spears in general
20) increase from 25% to 50% chance to refuse charge for light cav against non light cav (40% if rear attack, and still 0% if fragmented)
21) increase chance to test to rally at all from broken from 20% to 30% (but it's still only within command radius/in units with general)
============================original post below (v1.0)=========================================
Here is the link to the first version of the 'alternative gameplay mod', which if you have been following the mod threads so far, is a combination of the 'aggregate mod' from an old thread (which was in turn an aggregation of mods lol) and new anarchy stuff (anarchy charges and refusals to charge), and some more random tidbits
download link:
https://www.dropbox.com/sh/n5m2aij98ic8 ... 4O11a?dl=0
Anarchy Charges:
There is now a chance for certain units to anarchy charge if they are a) given a non charge move while within charge range of the enemy or b) left unmoved at end turn within charge range of enemy
Active Anarchy Charge Modifiers:
1) All units have a base chance to charge, with some being excluded from anarchy charging altogether. Pete will post the unit list.
2) The base chance to charge is increased by 20 points (out of 100) if the unit is outside of the command radius of a general (either their SG or the CinC only, not all SGs)
The following anarchy charge chance modifiers are not active in the mod, but they are under consideration (most of them are implemented, and I would just have to uncomment them to make them work. We are just starting simple for now). Please discuss potentially activating:
1) increasing/greatly increasing, decreasing/greatly decreasing anarchy charge chance if at combat advantage/significant advantage, disadvantage/significant disadvantage respectively
2) increasing charge chance if the enemy is ranged and you are not
3) decreasing charge chance if you are ranged
4) increasing charge chance if you are at shooting disadvantage (whether you can shoot or not) and at less of a combat disadvantage than a shooting disadvantage (yes this is different from 2 and 3)
5) if you are mounted and enemy is fragmented
6) if you are better off defending your current position than charging to fight the enemy in their position (like you are defending a hill for example)
7) unit quality charge chance changes
8 ) decrease charge chance for unit with general in it
9) change charge chances if target is already engaged
10) increase charge chance across whole army if CinC dies
11) increase charge chance incrementally across whole army as more and more units anarchy charge
12) alter anarchy charge chance for a disrupted unit
Units in these situations never anarchy charge (these are implemented):
1) Foot charging out of protective terrain, or any unit charging foot in protective terrain
2) anyone charging non fragmented elephants
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) enemy is already routed (might change this)
7) charger is mounted and enemy are non fragmented spears or pikes
8 ) charging would expose you to flank threat
Refusals to Charge: *these are generally set at 25% chance to refuse each unless otherwise specified
There is also now a chance for certain units to refuse orders to charge **A unit that refuses to charge suffers anarchy and not only does it not charge, it refuses to move for the remainder of the player turn.
1) Light Foot charging any enemy other than other Light Foot (unless that enemy is severely disordered, or at all disordered light horse).
2) Light Horse charging any enemy other than other Light Horse and Light Foot.
3) Disrupted troops charging anyone (+25). Especially non disrupted enemies (extra +10 chance to refuse)
4) Troops ordered to charge at very significant combat disadvantage
5) mounted ordered to charge non fragmented spears or pikes, or foot in protective terrain
The above refusal to charge is altered or superseded by:
1) the charge would be a flank attack (decrease chance to refuse), and if it would be an auto drop flank there is zero percent chance to refuse
Additional Changes in this Mod:
1) changed victory conditions to be 50% everywhere
2) assigns lights to a general on deployment
3) remove chance to double drop if at at least 75% strength (does not affect auto drop + drop from losing impact, but double drops from losing a single impact or melee very badly)
4) turned initial pursuit chance to 0 for cavalry that have non ZoCable enemies adjacent to them and within 90 degrees of their front facing, whether those enemies are in combat or not
Change List from Aggregate Mod:
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:
-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...)
12) 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.
generally 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
-put auto drop back in for flank for non light inf vs light inf, or for evaded lights if that isn't working
-change values or autodrops for different flank angle changes, keep for cav vs cav or whatever, lots of variations there to consider