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Though i've seen that all pikemen of Empire Divided doesnt have the ability to "create" the pikes wall.
I didnt understand one thing: in this battle the AI used abilities it should not have, did you remove abilities both for the player and the AI?
Glad you like it though!
You're free to go into the mod with pfm and play around with the numbers though if you're still not pleased. :-)
So actually the best tactic against pikes would be to divide them, faking charges and running away, bringing the ennemy wherever u want, shooting at thei back, or even scare them with elephants. But the stats must make them invincible up front, once again as they historically were (even by the best archers, cataphracts or legionnaires), so that finding a way to surround them means clear victory
I know im actaully being pissing u off so much by now =DDDDDDDDDDDDD
hahahahaha. You should probably put their level of morale from 35-25
Historically they needed have a good cohesion, otherwise they would break their formation and run away.
It's a way to balance these units as you seem to think they're too op if u just modify melee attack.
Changing the morale of them when in phalanx is possible, but very much dangerous since flaming missiles and the like would absolutely wreck havoc with any levy pikes in no time.
And I'm pretty sure they DO push the enemy back with their pikes right now? *confused* (have you tried my "push of pikes" mod btw, since you seem to like the idea of pushing the enemy back with them)
So I've pretty much done what you're suggesting, as far as the tools avaible to me allows. :-)
HOWEVER, these are the bonuses pikes get in this mod when in phalanx:
Doubled melee attack, which is way more than vanilla adds.
40 extra missile block chance which they didn't get in vanilla at all. I could further increase this value though, if you feel they die too easily from the front still, I'm torn on the issue, personally.
Melee defense multiplied by 0, so their melee defense when the enemy gets through the pike is 0, ofsetting their extra melee attack (which they get whether using pike or sword), raising melee attack further means the defense of 0 won't make as much difference and will lead to them being better in close combat with swords against dedicated swordsmen or spearmen.
You probably know what happened at Pydna, so maybe you could reacreate this. You increase the missile blocking rate of the phalanx, because the pikes held horizontaly of the men at the back would block missiles BUT.
You decrease significantly their morale, speed, armor and maybe health and defense in melee. So that they wreck pretty much everything up front, as the ennemy is constantly pushed back, and the lances break every assault from the front with nearly no casualties, and bolck missiles (total tanks), but if they're charged at the back or shot at from the back, they'll have very important casualties, and like they did in Pydna, Magnesia, Cynosephalea, they will be disorganized and will run away, causing general panick.
But still a nice mod =)
85 dead pikemen 410 dead legionnaires.
I took a lo pikes so they couldnt surround me. The results are better without the 256 mod, but at that time, a pikemen formation was twice as tight as a legionnaire formation. Wich means one legionnaire had to go through two columns of pikes, which means 10 pikes and the same time to break through.
So 80 kills is good, but its still quite a lot/.