jonnoc

infantry and cavalry

infantry and cavalry

Hi I'm new here and I love the mods that are out and a big thank you to you all for making fallen enchantress a lot better. I have an issue though that makes me unhappy with the game. I find that come late to end game there is no reason for you train infantry as you would have mounts. Why would you waste time training infantry when you can train a unit that moves faster and have mount bonuses? You might say the cost however come late to end game the cost is really trivial. In reality infantry is fielded in larger units than cavalry and are essential in armies. As the game stands now as long as you have mounts and the costs, infantry is obsolete.

 

Maybe there can be weapons and armor that only infantry/cavalry can use higher in the tech trees to set them apart? Is it possible to set unit numbers for cavalry and infantry? I find it ridiculous that mounted units can use pikes for example and correct me if I'm wrong but I don't think longbows are used on horseback.

 

That being said I haven't seen but if there is a mod out there that has some changes like these please let me know or maybe this post can influence some modders to add it to their existing mods? hehe. Again great jobs to the modders.

31,301 views 42 replies
Reply #26 Top

For a start - I just want to the end game AI to use all mounted units like we do :)  Then when we're all on the same page, make it so that mounted stuff is valued properly (mobility and power) and the AI then treats it properly (after having everything on a horse, realizing it will beggar itself if it does it when costs go up).

Bummer on a required trait - that in and of itself would add some level of cost.

Reply #27 Top

the AI could use them (I think), it just need a predefined sets of units that will follow the rules  of creation

Reply #28 Top

For what it's worth: I have sometimes gotten to end game without having any mounted troops (or, sometimes, without any troops), because of research priorities and building priorities.

Reply #29 Top

My thinking is that changes should be kept as simple as possible. First of all, since the game treats all horses as warmounts , I would run with that accordingly.

All mounts (horses and wargs) should have an additional 20-30 labor cost for units and a 2 Gildar/turn wages cost (reflecting expenses like fodder, grooming etc.)

I would assume that all Soverigns and Champions would have the skill to ride horses and fight mounted for game purposes.

As for as roles go, I suggest the following:

Wargs act basically as a fast mounted close combat unit; they rush in close and maul enemy units, striking quickly. Wargs however are not as strong as horses so they have less HP than horses; however they incur no penalty for dodging since they are built lower and are more aggressive.

Horses would have either two roles: as heavy cavalry, designed for shock/charge attacks or as light cavalry; horse archers/mages. Heavy Cavalry would have heavy armor and weapons with barding for the horses, also with bonuses like charge etc. Light Cavalry would have light armor, weapons like bows, staffs etc. and generally act as skirmishers, shooting at enemy units from a distance and avoiding close combat. Horses should give more HP than Wargs but incur a -10 penalty to dodge (bigger target).

 

What do you think?

Reply #30 Top

I could follow along with that - simpler is usually more ideal.  I also like solutions that can be built upon.  Most of the suggestions sound good, its just a matter of implementation.

I do agree that horses are currently very valuable for the cost and could be looked at.

Reply #31 Top

I think that it doesn't have to get too complicated mechanically to add some variety and depth to the late game "cavalry charge" but some changes would really improve this part of the game and make you think a bit more on your army composition.

Increasing production costs or maintenance makes sense when thinking about the care of the mount and the added equipment that would go along with using a mount,but I don't think that alone would be enough to deter people from using them the way they do now.

You could also reduce the max size of the unit by 1 if it is mounted to reflect the ability of infantry to work in tighter and more numerous formations.

It makes sense for spears to have a bonus vs mounted units, but right now it seems that the most commonly used melee weapons are swords/daggers followed by spears and then axes and hammers really not being used as much.  I think if spears were buffed like this then people would only really choose between swords and spears.  I would still be in favor of adding in a mounted bonus to spears as long as the other weapons were looked at also to rebalance.

Mounted combat could also be by expanded upon by adding in other kinds of mounts like a dragon mount, giant turtles, or special horses/wargs in a limited fashion through quests, random events, rare resources, unlocked by techs, or spells to summon.

 

 

 

Reply #32 Top

Quoting paladinjb, reply 32
right now it seems that the most commonly used melee weapons are swords/daggers followed by spears and then axes and hammers really not being used as much.

I do not think I have built a single sword using unit since Beta 3.  I'm sure I have not built one since release.  While one may argue (incorrectly) that swords are the best all-purpose weapons, spears and hammers are specialist weapons which are much more effective, as long as you plan your troop upgrades well.

Reply #33 Top

I don't create swords too much either for trained troops unless I have the unique tech for it, but I do use them a lot on champions as I find a lot of good daggers/swords for them in the world, especially for the casters.  I find them effective when you can buff their attack through spells or items.  For trained troops I usually use spears with mounts and charge.  Otherwise I do think the value of having a high attack is generally undervalued, but spears would still would be too good if they gave a bonus to cavalry in addition to armor piercing and no counter.

Reply #34 Top

i just necro-ed this because i think that this topic have some good suggestions on how to improve mounted combat in the upcoming LH.

Reply #35 Top

Quoting Sentinemodo, reply 24


Add another category of armor (barding). to further boost defense at the cost of movement (-1)

Add spear additional bonus against mounted unless user is mounted

No pikes for the mounted.

 


Maybe create a seperate series of lances that only works for mounted units?

Reply #36 Top

If you run out of horses and wargs, then you probably want to make infantry.  If you're having no problems making enough mounted units, then maybe try the game on a higher difficulty setting.  

Reply #37 Top

It bugs me that the warg is tech-wise more advanced than the horse, but in the lore of both this game and general fantasy, wargs are used by the more primitive tribes.

So let's try to separate the tech tree like so:
Husbandry: Enables both horses and wargs. Prerequisite for Mounted Combat.
Mounted Combat: Unlocks the Stirrups equipment and Mounted Combat trait.
War Breeding: Enables use of the War Horse. Dead end tech.
Battle Training: Enables use of the Battle Warg. Dead end tech, cheaper than War Breeding.

The animals themselves would have the following penalties and costs:
Any mounted unit: -10 accuracy, 50% pierce vulnerability.
Horse: 2 g/s wage, 10 additional production.
War Horse: 5 g/s wage, 25 additional production.
Warg: 1 g/s wage, 6 additional production. 
Battle Warg: 3 g/s wage, 18 additional production.

The strategic benefits of horses (faster strategic movement)  will mostly outweigh the difference in cost of both animal and technology, and it serves to keep the two separate, both fluff-wise and mechanically

The equipment and perks should be like so:
Stirrups: Removes the accuracy penalty. 4 metal, 4 production.
Mounted Combat: Removes the vulnerability penalty. 6 production.

 

 

 

Reply #38 Top

Hmmm I like that idea.....simple and elegant.

Reply #40 Top

I have been pondering something about mounts I will add here.

Is it possible to add a constant effect from a horse called "mounted" that can then be affected by a "riding skill" trait such that only units with the trait get the full benefit of the effect.  This potentially eliminates the possibility of units getting extra moves by taking riding traits that give +1 move but stays within the general theme of what is trying to be done here.

Reply #41 Top

1.Yes, I agree, that horses should have their own upkeep. For example 1 gold.

2. Mount should not give opportunity to carry additional weight. Instead every mount should give weight and accuracy penalties to its rider. Riders need to be lighter in weight to ride horses.

3. Riders should not be able to use large shields. Perhaps every type of shield should give less bonuses to mounted troops.

4. Riders should nor be immune to bash strike which makes them prone. Otherwise maces are less useful.

Infantry should have opportunity to have better armor and be more accurate.

Reply #42 Top

Quoting paladinjb, reply 33

I don't create swords too much either for trained troops unless I have the unique tech for it, but I do use them a lot on champions as I find a lot of good daggers/swords for them in the world, especially for the casters.  I find them effective when you can buff their attack through spells or items.  For trained troops I usually use spears with mounts and charge.  Otherwise I do think the value of having a high attack is generally undervalued, but spears would still would be too good if they gave a bonus to cavalry in addition to armor piercing and no counter.

 

Maces are the best counter to spears due to bashing.  Spears can't damage if they're bashed.  Mounted spearmen have no real counter though.