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So there is a certain risk in it to use it at the end of the round.
(Gotta agree with Drakonhammer though:
"I do have one question though, is there any chance you would consider adding a movement cost to enter this stance? Otherwise there's no downside to activating it at the end of each/every turn when you finish moving (in default stance) in an area where you would otherwise suffer full attrition." )
I do have one question though, is there any chance you would consider adding a movement cost to enter this stance? Otherwise there's no downside to activating it at the end of each/every turn when you finish moving (in default stance) in an area where you would otherwise suffer full attrition.
Thanks for updating it for the newest DLC today!
I mean does AI still use forced march like it did before?
Thanks for this mod though Fizz, this was a good idea. Cheers!
You can ask the modder if (s)he wants to look into that.
Expedition March should be campatible with anything as long as forced march remains untouched by other mods you use.
the idea is good. But that should be a mod on its own then.
I'm currently using the full-cost forced march mod, which does a good job of removing the bull shit use by the AI of jumping into forced march after doing something by making it require 75%/100% of movement to initiate it. I'd love to add your mod as an additional stance especially for VC or when I know someone is laying an ambush nearby.
As someone who has fiddled around with the stances what do you think of this idea I've had where forced march has reduced campaign movement for every consecutive use. So after say 3 turns it actually has less movement than no stance, but for each turn used your troops suffer reduced damage done or leadership for 1 turn per use, stacking up until not using the stance.
campaign movement range: -15 to -20
Attrition resistance: -75% to -60%
Ambush defence cahnce: +80% to +35% (wasnt sure at first if tthe chance will be added or exchanged for the new value. it is an addition)
But keep in mind that there are lots of negative aspects to even the bonuses out. You can't recruit, you can't attack, you can't go into camp to replenish after marching and you have less movement range. That makes it very specialized to use... and thats what stances are for.
For Expedition March I can't tell right now. Cause I just made it and tested just the technical function so far. But I doubt that the AI uses it like forced march to run away. It always knows how far it can go before getting catched. It doesn't pretend that it has still the 50% more reach available it had with forced march. So should be fine with AI behavior.
On the other side I also doubt that the ai will use expedition march at all. It is a stance for special situations and the AI won't see the use in it like the player does.