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Charging speed is set as running speed, so there isn't a difference between running and charging.
Target acquiring means the distance where the models start moving towards individual models of the enemy, and i'v set this equal with the 'charge pose' (like lowering lances) so the two are correlated.
I've been wondering about one segment of the description of this mod. I've read and reread it but can't make sense of it: "Charge Speed – Same as modded running speed, sprinting right before combat isn't a good idea, and horses gallop at the same speed as a group, indifferent to any battle phase unfolding. Monsters speed is as their vanilla charging speed."
Can you clarify this?
Regarding the velocity, I'v attended to this issue in my Deadly Attack Dynamics mod that enhances projectile velocities.
My mods address different aspects and are separate to keep modularity but are designed to work together as they complement each other like in the scenario you cleverly pointed out. So check it out, especially if you like dragons as with it their attack is also realistic and not only their movement.
I have no idea what can be done about it so i'm just reporting.
Another small question is that projectile velocities might be too slow now, i think ai cannot handle these speeds very well, even with guns or auto-aim wood elf heroes. But it is fun to dodge arrows with an hydra :))
I need to say i really love diving with dragons now! They feel absolutely great! No more getting pinned down by 3 dwarves like vanilla :D I think everyone should experience this at least once in life :D
Check discord Da Modding Den channel if you're interested in modding, and if you wish to chat i'm there by the same name.
If you're looking to buff bracing check Impactful bracing or the mini mod .
I've since taken a poke within the mod so I'm hoping your mass changes fixed it, it was almost certainly that as before your tweaks the specific cav I was using (knights of the realm) had their mass nerfed from 1000ish to 700ish, which was probably what was wrong!
I don't think it was bracing, as it was happening when the infantry unit was countercharging (for some reason( my cavalry), so couldn't possibly be braced :)
If nothing else you've finally encouraged me to dive off the deep end into TW modding :D
I'v run multiple testings, the issue you're referring to is just the vanilla bracing dynamic, where it would stop the first non jumping cavalry from penetrating the braced model, and only be pushed by the second hitting model. Vanilla charging is very fast so it's hard to see, but the first horse stops as you described given no jumping attack was performed.
Since i'v reduced all non-monsters jumping, it affected this dynamic, so I'v reinstated jumping attack for cavalry to resume this potential overcoming of the bracing.
I'v also tweaked mass for greater scaling difference, and fixed deceleration overlooked required edit which could have caused attacking bugs, so thank you.