
The less it is, the more chaotic the melee becomes. These values control a "tractor beam" which drags the troops to the center of the melee. I decided to change the parameters melee_height_delta_max/min. Turn rate of infantry increased (Affects reactions and fire delay). All these clearly have transformed the battle system, both in melee mechanics and musket behaviour. Also, many other parameters were changed like radiuses, targeting angles (removed 360 degrees of light infantry because it made it to form strange angles automatically), masses, radiuses, models etc. These values affect the acceleration of the unit as I know (acceleration and deceleration respectively).

Also I modded the 5th and 6th columns of the same file. It affects how quickly the formation of the unit moves around its center (If you fantasize a unit length as a snake then it affects how quickly is the movement of the body of the snake that walks as a wave). This I have understood is the "locomotion speed". Changed the value of the 8th column from the left in battle_entities file. Made a brave new change to parameters of battle_entities files that were for much time untouched as they were balanced in a different way. Now the infantry can shoot in time (The AI also) before a charge.

Improved the response of infantry (move, shoot etc.) as it was asked many times. Made some slight accuracy balance for cannons (Sakers became more accurate, demi-cannons less accurate). There is no fort lag with the latest additions of DarthMod so by returning the ropes back, you will get a far more challenging battle and campaign experience overall.Īdded limbering ability for fixed cannons (The fixed cannons were not working correctly in sieges and also it is ridiculous not to have them in reinforcements). The poor AI cannot handle this and we want it to be better and more challenging. Returned the grappling hooks for infantry.
EMPIRE TOTAL WAR DARTHMOD CHANGE UNIT SIZE FULL
This new setting needs your full testing in battles.

Also, the battle mechanics change and you see much more lively melees. It becomes more determined and aggressive (much less back and forth). This clearly seems to produce a very good effect in Battle AI. The garrison mortars were very accurate so this had to be addressed.Įdited again the notorious xholds parameters in kv_rules tables (previously they were all made zero by me).
