Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
CA announced that changing all uppercase packfile titles to lowercase seems to fix it.
It will work as shown in the video.
But be careful.
There is an opinion that as the knockback time increases, damage loss occurs and it is frustrating when chasing.
When I looked into the DB, CA updated some collision related values.
However, it is not related to this mod.
I'm guessing the latter, which is still worthwhile but MAN I'm getting tired of one singular flyer dragging everyone down with them...
It's hard to be sure, but at least not as far as I know.
And all of this aside, if you think my mod is wrong, you don't really need to use it.
I never forced or encouraged anyone to use the mod.
The charging bonus for cavalry is usually around 50.
Considering that you only have half the charging bonus the moment the second attack is made, it is not that big of an advantage.
On the other hand, the losses are enormous. If the cavalry stays longer than 6 seconds for a second attack, they will inevitably be surrounded by infantry and attacked.
Most cavalry that gets stuck when trying to leave the battle will die.
If the battle continues, cavalry with low stats will die.
Compare the two gifs above. In the first gif, even though it retreated immediately after charging, its HP was reduced by about 15%.
Repeatedly charging rather than continuously engaging can deliver much more sustained and high damage in a hammer and anvil strategy.
Avoid sustained engagement with infantry unless you have exceptional cavalry like Skullcrushers of Khorne.
To be exact, the charging bonus is applied for 13 seconds.
The charging bonus decreases linearly over time.
When attacking due to the cavalry's charging motion, the attack includes a charging bonus. This first attack is the one that receives the most charging bonus.
The cavalry's attack motion usually has a delay of 4-5 seconds.
In vanilla, the knockdown time is about 2-3 seconds.
In other words, even by vanilla standards, the second attack after charging occurs more than 4-5 seconds out of 13 seconds have already passed.
In fact, you get almost no charging bonus other than the second attack.
Cavalry generally has lower melee attack and melee defense values than infantry. Additionally, cavalry actually takes more damage because they are surrounded and attacked.
When attacking from the side, only 60% of the melee defense is applied and 30% of the defense is applied from the rear.
Most of your bonus damage will be wasted because knocked over units are immune to damage...iff you increase the kock over time you increase their time that they are invulnerable wasting the bonus damage that the cavalry could have done.
When a charging unit collides with a unit the units take collision damage based on speed and mass AND the charging units get a melee attack buff and a weapon damage buff for 9 seconds with less damage each second passed.... unites getting knocked down will take collision damage but are immune to the chaging units +damage because knocked over units cant get hit while on the ground....so your 9 sec is less iff they stay on the ground for 4-5 seconds because they cant take more damage...
I could explain it at length, but to put it briefly:
No, it's not.
Compare the two gifs above.
Additionally, as explained at the very beginning, the cavalry gets stuck in the end because there is a collision. In other words, no matter what value you adjust, if there is a collision, the cavalry will get stuck even a little.
That's why I adjust the knockdown time.
Since there is no collision during the knockdown, if you adjust it to an appropriate value and can get your cavalry into proper formation within that time, it will be much easier to get out after charging.
In fact, knockdown time has a much greater impact than the collision-related values listed at length above.
To explain numerically, let's say that when charging an infantryman with a mass of 100, the value corresponding to collision_disable_delay_knocked~~ is 0.
Then, as soon as the cavalry collides with the infantry, the infantry will no longer collide, and regardless of whether it is knocked back, knocked down, or sent flying, this entity cannot affect other infantry.
The mass of the target actually charged by the cavalry will be 100.
If the value is high, the infantry will affect other entities while knocking back, knocking down, or flying away.
That infantry affects another infantry, and as a result the cavalry becomes like a charge to a mass of infantry.
It will feel like the mass of the target charged by the cavalry is not 100, but much higher.
Specifically, the reason cavalry gets stuck is because of a collision with a unit.
Since this is implemented in the game engine, mods can't fix it.
It simply adjusts the values used by the engine to implement collisions.
There are values starting with collision_disable_delay_knocked~~.
These values determine how much time passes after a collision decision is made before the collision is ignored.
If this value is too low, cavalry, when charged into an infantry formation, will pass through the formation as if it were going through a feather.
It may sound good, but it really isn't.
In the extreme, assuming there are 160 infantrymen, the cavalry would have to charge all 160 men one by one to knock down all enemies.
If this value is high, infantry will influence each other and cavalry will now be like charging a thick wall rather than a feather.
Neither.
The value used in the charging mechanism has been changed.
maybe yes.