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I guess sudden casualties might be less common but still probably enough there to make battles play out okay.
I've kept the slightly reduced impact of rear attacks meaning units can hold for a short while when assaulting walls (they always think they are being flanked here). Sieges seem to play out okay now.
Increased impact of friendlies routing to increase chance of chain routs as originally intended
Increased impact of casualties suffered over a short period of time on morale - this should mean that a rear charge will still in most cases causes a unit to rout.
A lot of other minor tweaking with morale to get the balance right.
Battles seem to be playing out great now
During testing with AI battles I have seen one side been mostly routed, then rally and rout the other side to win the battle show casing how quickly it can swing.
in 2 weeks i have more time again and will look into it as well
Anything else is really dependent on the AI growing a brain and learning how to use stuff like phalanxes properly and that doesn't seem all that likely to me.
I did test a few siege battles which seemed to work okay - units assaulting would break a bit easier but tended to fight enough to make it workable. I haven't had any instant breaking on walls but it may be down to the units and modifiers where this can happen.
Any other ideas or suggestions?
Semi-related question, is there a way to turn off the modifier bits that pop up alongside the unit flags? They kinda break immersion.
From my experience in testing my version of this mod it's just exposed flanks in terms of units on walls. When they climb onto the walls they have no formation so it detects theyre flanked on almost all sides and the combing morale penalties cause the instant route and there is a morale buff for defenders but for attackers i think the only effect that may work is buffing charge moralle
I need to have a look into sieges still and see what I can do on that front.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3123832607
If you are willing to auto-resolve sieges, then this is a good mod. In its current stage its simply not fun or viable to play sieges manually.
If this ever updates, combo it with that submod that makes it so you don't take casualties while prosecuting a siege.
One suggestion, and it may already be a part of the mod, but if a unit has nowhere to escape/flanked on all sodes, they should fight to the death. Give the enemy an enticing way out to break them and let the real slaughter begin.
Haven't tested it on sieges yet, though.
Down from confident and and barely 20 loses. That's unreasonably punishing.