Crusader Kings III

Crusader Kings III

Decisive Battles - Less Army Chasing 1.14.x
49 Comments
Cap n Ball Torture 20 Jun @ 1:03pm 
this needs an update
CROW 18 Apr @ 4:43pm 
Update !?
NorscanWarlord 19 Mar @ 4:08am 
How does this mod play with 1.15?
blazeknave 3 Dec, 2024 @ 7:57pm 
Hmmm... I don't understand - vanilla max provinces is 2, but the config file is 3.. doesn't that mean they can retreat further?
blazeknave 3 Dec, 2024 @ 7:54pm 
🙏
CROW 3 Dec, 2024 @ 2:01pm 
Tx
Pingvin  [author] 3 Dec, 2024 @ 1:46am 
@CROW Thanks for the info, adjusted the version number now.

@blazeknave These are the original values of the things I changed:

- BASE_RATIO_CASUALTIES_CONVERSION = 0.3

- SHATTERED_RETREAT_PREFERRED_PROVINCES = 2

- SHATTERED_RETREAT_MAX_PROVINCES = 2
blazeknave 2 Dec, 2024 @ 10:57pm 
@Pingvin @CROW you can't be real - I don't believe in it.

This is dope, appreciate your work - I'm looking through the settings - any chance in hell you have the vanilla values recorded somewhere and would add them to the comments inline the .txt for context?
CROW 2 Dec, 2024 @ 10:49pm 
change version number info it stil says 1,11 and shows yellow flag
CROW 2 Dec, 2024 @ 9:20am 
Tx man gj ;)
Pingvin  [author] 2 Dec, 2024 @ 1:17am 
@CROW But of course, anything for a fellow bird. Updated for 1.14.x
CROW 28 Nov, 2024 @ 6:36am 
At last you returned any update for this?
Stray952 17 Nov, 2024 @ 7:58pm 
anyone tried this recently?
Rebus34(retired) 28 Apr, 2024 @ 6:18am 
is there a mod that makes manpower replenishment slower? it would be great paired with this one!
Pingvin  [author] 19 Mar, 2024 @ 9:55am 
@Teamson Yes, as it doesn't affect anything that would be included in a savegame.
Teamson 18 Mar, 2024 @ 12:43pm 
Is this safe to un/install midgame?
Teamson 18 Mar, 2024 @ 12:42pm 
Yep, its called "LAC 1.11x". Thanks for your reply!
Pingvin  [author] 18 Mar, 2024 @ 8:18am 
@Orpheus4100 I'm not sure. If they die more frequently, it's not by much, as I haven't noticed any increase in knight casualties.
Pingvin  [author] 18 Mar, 2024 @ 8:12am 
@Teamson The mod might show up as "LAC-1-11". Didn't know about 3rd party mod managers, so I didn't bother with descriptive names outside of the workshop, sorry.
Petorian 17 Mar, 2024 @ 1:50pm 
Does this also increase fatal casualties for knights too or just the armies ?
Teamson 17 Mar, 2024 @ 10:38am 
apparently i cant find the mod in irony mod manager via search - does this mod have another name, by any chance?
Teamson 17 Mar, 2024 @ 10:37am 
Perfect! Thanks for your fast reply, this means a lot!
Pingvin  [author] 15 Mar, 2024 @ 12:28pm 
@Teamson This mod doesn't interfere with individual MAA's stats at all. All it does is make edits to a single file (00_defines.txt), which affects armies/battles as a whole.
Teamson 15 Mar, 2024 @ 9:24am 
I use a mod which replaces MAA. Does this mod change the values of vanilla MAA or does it come with its own system?
Debilicis 10 Mar, 2024 @ 7:32am 
works fine with 1.12
Pingvin  [author] 1 Feb, 2024 @ 9:23am 
Decisive Battles – Less Army Chasing has been updated for CK3 version 1.11.x!
Stray952 30 Aug, 2023 @ 11:20am 
Anyone know if this will conflict with 1.10
Stray952 22 May, 2023 @ 3:41pm 
Woot!
58076398 22 May, 2023 @ 10:37am 
3Q
DeadLy38 22 May, 2023 @ 5:03am 
Thanks!
Pingvin  [author] 22 May, 2023 @ 2:12am 
Updated for 1.9
Stray952 21 Nov, 2022 @ 9:54pm 
it does not
Stray952 6 Sep, 2022 @ 12:07am 
Does this still work?
Dasharius 28 Aug, 2022 @ 1:32am 
Hi! First thanks for the mod idea and modding.

First I thought that this was changing AI. It is not.

After thinking about it I have to say that it the main game already features this. It is the pursuit value. Problem is a lot of people only seem to care about damage and toughness and then wonder why the enemy can retreat. Using Units with high Pursuit values is exactly for this scenario. Also one of the reasons why Horse Archers are insanely strong. They rarely leave anyone behind after the battle.

I think it would be more beneficial to the mod if it adjusts Pursuit values of all units and kinda reblanaces them in this fashion a bit. Only 1/3 of the units even have a decent pursuit value and half of the units got 0 pursuit. Thats the origin of your described problem. Maybe most units should have atleast 5 pursuit and even levies should have a low value.

Or maybe choose to play units that have pursuit originally.

Well in the end. The choice is yours to make. Have a nice day!
Coach 25 Jul, 2022 @ 7:17am 
Hi, does anyone know if this works well with Crusader Blade ? (the Bannerlord mod within CK3)
Aftershock4g 27 Jun, 2022 @ 1:35am 
Bless your soul, been looking for a mod like this for awhile. So many times I crush an enemy army and they just keep coming back and attacking even if their numbers are super low and it doesn't make sense lol. Works for 1.6 for me so far with no issues.
Henry 5 Jun, 2022 @ 10:06pm 
Been using this mod for all 1.6 I've had no issues :)
Henry 2 Jun, 2022 @ 10:13am 
Hello PIngvin thx for the mod, have you tried if this works on the 1.6 update?
Mr. Anonymous 7 Apr, 2022 @ 1:15pm 
YES I like to play CK3 not Whack-A-Mole3!
Coach 14 Feb, 2022 @ 10:12pm 
I installed 5 mods , something keeps crashing me back to desktop.. I need to go through the mods through elimination.
Coach 14 Feb, 2022 @ 4:02pm 
Thanks, using it now!
Pingvin  [author] 14 Feb, 2022 @ 12:51pm 
@eureka Done!
eureka 8 Feb, 2022 @ 6:17pm 
pls update this if u could. its a must have
Pingvin  [author] 30 Dec, 2021 @ 9:12am 
Yep, only affects levies and MAA. Your knights will actually die less frequently because the higher casualties lead to fewer rounds (dice rolls) of combat.
eureka 29 Dec, 2021 @ 6:26pm 
this only applies to the army right not the knights/generals?
Slash 17 Aug, 2021 @ 8:16pm 
The default behavior would go well with the song Yakety Sax
Dath 31 Jul, 2021 @ 8:18pm 
It works just fine so long as you rename your defines properly. Have a look at how some other mods do it (for example more building slots).
Pingvin  [author] 31 Jul, 2021 @ 9:01am 
I have tried that many times in many mods, but it only works for stuff that isn't in braces. Changing the code in "Example = {some code}" overwrites "Example" as a whole – anything you leave out is entirely removed from the game instead of simply not being affected by the mod.

Or is there another way of doing things that I'm not familiar with?
Dath 31 Jul, 2021 @ 8:30am 
You're unnecessarily copying entire portions of the defines. It's much better for compatibility if you only copy over the lines you intend to change. Just an FYI.