全面战争:幕府将军2

全面战争:幕府将军2

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Totalfots submod kitten's battle overhaul
   
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标签: mod, battle
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80.142 MB
2 月 19 日 上午 7:09
10 月 19 日 上午 1:49
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Totalfots submod kitten's battle overhaul

描述
Recommended rules for MP: No camping, both sides must advance; Skirmish units not more than line units (skirmisher for every line unit), line cazador/chasseurs counted separately; Cavalry forced penetrate is allowed, YES, you can drag cavalry through enemy, especially skirmish line (they would be tired out).


You have to subscribe all mods on the right, put this on top of others.
This overhaul is a submod for Total Fots, Carlist Wars. It includes battle_entities, kv_morale, kv_fatigue, kv_rules, fatigue_effects, projectiles, special abilities and other minor tweaks like experience_bonuses, movement_modifiers, star_level_effects.
The most important change is COMPLETE UNIT STATS REWORK! Now units of different factions vary greatly, every stat has its value. There are no more copy stats and bad pricing.

Features:

① Realistic projectiles. Calibration range/ area, spread and gravity are enabled, balanced accuracy based on real battle, significant boost in accuracy as distance is reduced. Now deeper formations take more damage from firing, so it's critical to unfold your units before engaging. Stray bullets are deadly, right behind the line of fire is not a safe place.
Artillery rework is based on Field Command: Napoleon.

② Hardcore morale and fatigue (COHESION). Fatigue is something equivalent to ‘cohesion’, now units lose cohesion faster from firing and charge, also recover faster when idling. Loss of cohesion (fatigue) leads to worse performance - lower morale, reduced movement speed, charge bonus and accuracy - these the effects make a big difference. Fatigued units are very vulnerable to close combat, giving an opportunity to break. The morale system is very harsh and it generally favors defensive battle. Even so, you must try to launch an offensive, with volley, bayonet, and the morale impact of shock! A successful attack will win major victory with few losses.
Factors that affect morale are as follow: tired/ very tired/ exhausted, general killed/ fled, facing cavalry, flanked exposed, under enemy fire/ artillery fire/ friendly fire, enemy close, casualties sustained, sudden losses, melee contact from all directions, losing combat, charging. Normal units can sustain 40%-50% losses if no other factors are in effect.
Note that charging lowers morale for a few seconds, so you have to send fresh, well-conditioned units to charge rather than abusing charge to cheer up demoralized units.

③ Tactical, immersive battle. In original mod, the firepower is extremely inefficient, and rank_fire looks more like parade than real battle. Players use square formation to hold any charges and canister (30 morale hit) to send the attackers away. I managed to make battle balanced and tactical. It's not fast-paced, prolonged firing exchange accumulates damage and depletes the enemy cohesion, leaving them vulnerable. Then fresh units are sent to shock the demoralized enemy. Try to use the combination of infantry, skirmishers & cavalry, with the latter two keeping the enemy at bay and support infantry advance.
Of course, the opponent will do the same, so you have to think and act more than he do. You won't have fun playing this submod if you don't put effort to think how to maneuver & coordinate, but hope for a OP unit kill all enemy.

④ Diversity. I managed to enhance diversity though only 7 factions. France and Carlists are offensive factions, good cavalry and light infantry can suppress the enemy and gain the initiative. Britain is a counter-attack faction with the best infantry. British cavalry have very low defense but high charge bonus, so they excel at short attacks against infantry. Their French counterparts are the opposite, they are for big actions like massed cavalry clash and flanking maneuver. The Liberals is balanced, It has no strengths or weak points (units are of poor quality, but cheap). Two Portugal factions are purely defensive, lacking cavalry and melee expert units needed for offensive, but good at shooting.
Units have different stats (just except for the French and Portuguese common units) and balanced prices.

⑤ Recommended rules for mp (medium funds): No skirmisher limit, max 4 artillery, no camping, both sides must advance to see a battle, no wooden stakes, no blob. But cavalry 'drag through' or 'force through' is allowed, because deceleration, fatigue, disengage penalty and even enemy support will destory your cavalry. It's better to drag through skirmishers, as it should be in real life.


Theese concepts and mechanics apply not only to CW, but to Total Fots in general, also to Fall of the Dragon Empire mod.

2 条留言
煤有嘴的煤球猫  [作者] 2 月 23 日 上午 12:40 
@ Numb this submod is for carlist wars mp only, I'll probably make a FODE submod in the future:steammocking:
Numb 2 月 22 日 下午 6:23 
how do i load this for Fall of the dragon empire