Crusader Kings II

Crusader Kings II

Adjustments to Combat Tactics
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Update: 8 Jun, 2021 @ 7:59pm

changed a few sprites

changed Generic Skirmish group from "skirmish" to "defensive" (don't know whether this actually matters)

Update: 8 Jun, 2021 @ 6:32pm

decreased Generic Skirmish weight from 3 to 2 and increased its tech multipliers from 0.80 to 0.85

Update: 14 Aug, 2020 @ 4:28pm

Set the duration of most tactics to 6 days

For Charge on Undefended, moved the condition that the enemy flank be 60% archers from a modifier to the trigger. Note that there is a hardcoded vanilla bug that causes a flank to change tactics daily when the enemy flank is >60% Archers.

A flank can now fire swarm tactics in provinces with no holdings when either it or the enemy flank has a commander (related to a vanilla bug).

Removed the prohibition on Harass Swarm that had existed when a flank has no commander and Horse Archers > 35%

Update: 3 Aug, 2020 @ 6:27am

Moved location scopes (terrain conditions) under leader scope to fix a vanilla bug that prevents terrain checks in provinces with no holdings. In order to get Swarm tactics to fire in provinces with no holdings, a commander must be assigned to the flank. Swarm tactics will continue to fire in provinces with at least one holding even when the flank has no commander.

added the new skirmish and melee tech bonuses that were introduced with v 3.1

Update: 16 Nov, 2018 @ 11:28am

Updated to allow an Outremer commander to fire Couched Lance Charge

Update: 13 Nov, 2018 @ 4:25pm

Updated to include the new "Call to Glory" tactics

Update: 30 Sep, 2018 @ 11:30am

Special Troops
reverted "base_type" of Horse Archers to "light_cavalry" and changed "base_type" of War Elephants to "knights" to correct an error in the way that these units were counted, which I had introduced by using "base_type = special_troops"

Tactics Triggers
changed all "naked" troop checks (i.e. of the form "light_cavalry = 0.01") to bracketed checks against total troops (i.e. of the form "troops = { who = light_cavalry value = 0.01}") in order to prevent Horse Archers from triggering Light Cavalry tactics and War Elephants from triggering Heavy Cavalry tactics (and for consistency)

changed instances of "Martial" to "martial"

Generic Skirmish
decreased the length of this tactic from 18 days to 3 days

localisation
changed some instances of "knights" to "heavy cavalry" (where the thing being referred to is the unit type rather than the cultural retinue), changed instances of "defence" to "defense" (for consistency), removed "Tactic" from the name of any tactics that contained it (because it's inclusion seems superfluous)

Update: 9 Sep, 2018 @ 2:06pm

Feint can trigger with as few as 1% Archers (of total troops) but only if Heavy Infantry, Pikemen, and Heavy Cavalry are each less than 1% of total troops. It will trigger normally if Light Infantry and Archers are each at least 20% of total troops, regardless of the amount of Heavy Infantry, Pikemen, and Heavy Cavalry.

Update: 3 Sep, 2018 @ 1:47am

Feint is now less likely to fire when light cavalry is at least 50% of light troops. Compositions that were affected are of the type Hussar 1:1 Light Skirmish.

Increased the penalties that the "Disorganized" tactics impart to potential supporting unit offense from -50% to -100%.

Update: 31 Aug, 2018 @ 6:17pm

Light Infantry (as >=20% of total troops) can now trigger Shieldwall only if accompanied by either Heavy Infantry or Pikemen (as >=1% of total troops).

Shieldwall is now less likely to fire when light cavalry and/or horse archers are greater than 30% of light troops.

Slight changes to melee defensive tactics weight-multipliers.

"Slow Advance" is now called "Force Back" (the vanilla Force Back tactic having been removed in v0.4). I realize that this may be confusing to people, but I don't like one of the Stand Fast tactics having "advance" in its name. This new Force Back remains a combination of vanilla Slow Advance and vanilla Force Back, and Stand Fast can fire in any terrain (not just Forest as in vanilla).

Features that were introduced in v0.5 that were modified by a subsequent version:

Feint can now trigger with as few as 1% Archers (of total troops) but only if Heavy Infantry and Pikemen are each less than 1% of total troops. It will not trigger if Heavy Cavalry are greater than 10% of total troops.
[modified by v0.7]