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This is how cavalry were used in actual warfare, to use the weight of the charge to break the enemy and cause them to retreat. If the charge failed and the enemy held, then their advantage would be gone and they would be bogged down in hand to hand fighting where lightly equipped troops are able to surround them and overwhelm them.
Even against archers which don't even have polearms, or shields?
I have nothing against slow paced, and it's not like I have a set number of years I want my campaign to take place in. But what I dislike is when the speed of the campaign doesn't match the span of years in such a way that you constantly keep replacing generals, governors and other positions with people, because your characters die like (may)flies basically. It's not about challenge or anything, just about tediousness, because managing your characters every other turn without meaningful impact is just annoying.
For battles, different ammo types have different ranges, and standard shot usually has the longest range for most artillery bar cannons. The same applies to missile units, but with the addition of extended shot which lets you shoot over obstacles and much farther. Take note that different types of missile weapons have different ranges by default depending on origin (Crossbows and European archer variants on heavy shot have around 140 range in general, while Eastern and Orthodox faction archers on heavy shot have 150 range bar certain militia archer units).
From the way you described how your units performed vs the AI, its definitely a you problem. Crossbows are straight-shooters and can't arc their shots, so you had a situation where enemy crossbows had direct line of sight on your units' rear and *unloaded* into them (probably a melee blob judging by the kills).
That nearly-dead bodyguard unit that charged your half-dead cavalry and killed it would make sense if you just stood there and took the charge with them like an rookie instead of counter-charging. Units rallying after routing from time to time makes more sense than running away permanently, and its a part of Attila's programming, so I don't get the nit-picky complaint about that.
About not being able to run down missile units with half-dead cavalry, you just don't. They were already worn out and badly mangled, so sending the equivalent of walking corpses on ponies at a fresh unit of archers or crossbows (especially crossbow sergeant variants) is practically suicide.
Finally, about whether the AI gets hidden bonuses, they don't get those unless you're playing on harder difficulties. It's more likely that you made some horrendous tactical mistakes caused by either judging situations poorly, bringing the wrong units, not using units correctly or all the above. Kinda puts your 'able to judge how a fight between certain units should pan out' claim in question doesn't it?
TL;DR
Understand what things do, don't be Crassus and get good scrub.
I already noticed that the campaign pace was not a bug but meant to be like that, and that's what I am complaining about. I see no appeal in adding turns to this game where you do nothing or build a building or two, and then have to watch the enemy AI banners parade across the top of your screen. The gameplay should be fast enough so that you are moving armies, conquering and defending something pretty much every few turns. Everything else is just stale.
I was complaining about catapults specifically. Check out their range.
What I was describing was that spearmen, a dedicated melee unit, routinely lose against Saracen crossbowmen, NOT a dedicated melee units, IN MELEE. Explain to me how that balancing makes sense.
The other thing I was complaining about was that when the AI uses ranged units they are much more effective than when I do. I am fully aware of the concept of direct line of fire, I played everything from musketeers in Medieval 2 to Dwarfs in checkerboard formation in WH2. I am aware of the concept. What I am complaining about are simply better stats or results for the AI under identical conditions. Which might be because I actually DO PLAY ON HIGH DIFFICULTIES. I just find the effect to be ridiculously exaggerated.
OR! MAYBE! I was not just standing there and took the charge like a rookie, but I was fighting a different unit already. And they charge me frontally through that units. What would you suggest I should have done in that Situation, Wellington? They were -73 morale, but took way too long to rout.
Also, if you would have any experience in Attila or other Total War games, you'd know that fleeing untis WHICH ARE BEING CHASED actually DO NOT RALLY. They keep fleeing. "Chasing off the battlefield" is a thing, you know? But not in this mod. In this mod they go "Oh ♥♥♥♥, we're losing, let's save our skin! Oh dang they are still following us, welp, I guess we then still have to kick their butt anyways..." Now THAT makes sense...
Not in other games, no. Not in Rome 2. Not in Medieval 2. Not in Attila. If I send out the currently best available heavy cav at like 25% strength against a full ranged unit, they will win. Danish War Clerics will defeat Yeoman archers. Parthian Nobles will decimate Germanic Slingers. First Wave Lancers will win against Celtic Huntsmen.
There is no reason why knights, the best and strongest fighters of their era, can't in against lightly armed and armored tropps in melee. But melee defense for ranged units is just way too high in this mod, it should be around half of what it currently is.
Thank you for not explaining to me that I need to right click on the battlefield if I want to move units. Your condescending tone totally led me to believe you'd do that, despite me having thousands of hours across many different Total War titles. But yeah, me disagreeing with balance decisions can only mean I am a bad player.
Thanks for digging up this age old topic to basically only insult my intelligence and competence at the game.
Artillery is balanced differently in this mod, and you'd know that if you ♥♥♥♥♥♥♥ paid attention. Same with the infantry, take note of what type of unit you have up against the enemy. Most sergeant-class crossbowmen could be melee capable in a pinch, maybe even beat up spears but again, you seem to have paid ZERO attention to what units you engaged.
Routing units that get chased and coming back it not the mods fault. It's likely a bug from the damn game being modded so heavily due to bad optimization, so blaming 1212 for that is the equivalent of saying that my ♥♥♥♥ house collapsed in on itself because the interior decor guy
redesigned the wallpaper and furniture.
And you moaning about how everything is balanced and trying to pull in vanilla Rome 2 is just ♥♥♥♥♥♥♥ dumb. Rome 2's balancing was ♥♥♥♥♥♥, and so is Attila's to a greater extent. Badly outnumbered units, regardless of what they are, shouldn't be able to rofflestomp others so easily, especially when exhausted.
I've had experienced Rome 2, Shogun 2 and Attila on vanilla, the Fall of the Eagles, DEI and Medieval 1212, all of which balances thing differently and of which I have all but mastered at this point, why? Because I learned and adapted. I. ♥♥♥♥♥♥♥. Paid. Attention.
One last thing: If you play on higher difficulties and then complain about the AI's hidden buffs on said difficulties, DON'T ♥♥♥♥♥♥♥ PLAY ON HIGHER DIFFICULTIES THEN.
Things like 2x research speed/4tpy/building costs reduced/one turn recruitment and such. Just browse a bit and take the ones you'd like.
Helped me play this mod, where before I just couldn't really get into it.
Also battles are better than anything R2, vanilla Atilla or and of the past Total wars offered: not too long, but impactful and immersive
Sorry you didn't enjoy it, but the mod as it is is good in campaign aside from a couple of unfinished factions. As indicated also above, you can try submods and transform the mod into your desired sense if you enjoy the period/units
also, is the papal states relationship even the determining factor for the Popes respect at all? im just not sure if there related? i dont want to throw money at the papal states if it has no bearing on my standing with the Pope. It would be awesome (and hopefully a simple fix) to define more clearly exactly what is affecting this metric, and what the effects +/- on this system are when, for instance, looting/sacking or executing after battle. Maybe just add some info there that, "this will increase/decrease" papal standing.. From what i can tell the intention was for the buildings with the Green or Red stonehinge icon are the determining factors but its either bugged or i dont get it. The mod is great, you guys have done a superb job here.. Unfortunately im getting excommunicated around turn 20 which is breaking the game for me (at least on the French/Normandy based factions)..
People on this thread seem pretty knowledgeable so just hoping somebody can enlighten me a little. I thought perhaps, this would be fixed with the college of cardinals addition? maybe for now you could update the mod to disable this feature? doesnt seem fair to just get excommunicated as a default, and have no options to strategize this metric..
Last thing, shouldnt the Cathedral provide a +1 in this system rather than that Theatre troupe building?? and for each level of upgrade maybe a +2, +3 etc?? and the other 2 religous building maybe dont provide this bonus just the cathedral? that would make sense, so if you are taking negative hits with the pope, building 4-5 cathedrals should be the answer, not the "theatre" building?