Cavalli Realism mod

Discussion in 'Modding' started by Francesco_Cavalli, Dec 26, 2016.

  1. Francesco_Cavalli

    Francesco_Cavalli Active Member

    New English Musketeers 333420_20170204095748_1.jpg 333420_20170204101555_1.jpg
    Mark Kandaurov likes this.
  2. Francesco_Cavalli

    Francesco_Cavalli Active Member

  3. Ejbd

    Ejbd New Member

    Thanks! I already see it on the steam workshop! good job!
  4. serdiuk38

    serdiuk38 New Member

  5. Mark Kandaurov

    Mark Kandaurov Well-Known Member

  6. serdiuk38

    serdiuk38 New Member

    Mark Kandaurov likes this.
  7. melbournePL

    melbournePL New Member

    Dont you get it guys? Your musket balance mod is useless when still there is no morale mod. I can spam you to the death with my pikemen!
  8. Francesco_Cavalli

    Francesco_Cavalli Active Member

    The point of this is to try to get a realistic system for everything eventually - If I wanted balance I probably would have just upped musket damage and left it at that. We'll get morale one day (or at least something faking it), until then I certainly find this more interesting than vanilla
    General WVPM likes this.
  9. Gaius Marius

    Gaius Marius New Member

    I use this mod myself. The longer battles are far better than default.
  10. Ftoomsh

    Ftoomsh Well-Known Member

    This is not necessarily true. It depends on each musket balance mod and precisely how it balances muskets and pikes. Musket balance is an improvement on its own. Musket balancing will work better with morale but then so will everything. Morale is the final keystone of the entire realism arch.

    As far as 17th C musket to pike balance goes, the ideal mod model would work like this, in my opinion. In early development from zero peace time and 1,000s or 5,000s resources start, say on a 2x (2 times) land map, pike power will dominate very early. You might need about 36 pikes to scout and guard structures and about 2 x 72 man pike groups for early attack or defense. That's a total of 180 pikes. After that, you should be able to start producing 17th C pikes and 17th C muskets in about equal numbers. This would depend on giving 17th C muskets a faster production speed to equal pikes and also more realistic shot damage and reload characteristics. All this assumes no diplomatic center or at least very expensive mercenary units. Historically, the pike to musket ratio changed over time as muskets got better. Eventually, the invention of the bayonet and further firepower developments rendered pikes largely obsolete.
  11. I have been watching the progress of your Mod with interest, but notice it isn't updated to work with the latest patch?
  12. Francesco_Cavalli

    Francesco_Cavalli Active Member

    Yes, I'm afriad I've been too busy to even turn my computer on let alone work on the game - I hope to get to fixing it soon
  13. A. Soldier

    A. Soldier Active Member

    Also, please perhaps consider adding the Block house as an anti infantry deterrent, as requested by Norman and myself.

    When you have the time of course, keep up the good work.
    Norman Pullen-Cameron likes this.
  14. Not sure how the Cavalli Realism affects line of sight/reload times, but that would seem way too overpowered to build an unlimited number of those. They can fire at a constant rate from any line of approach, they mow down soldiers.
  15. A. Soldier

    A. Soldier Active Member

    You can't build an limited amount of them, of course.

    I've added them and I couldn't build more than 10 of each in a millions game mind you.

    I just want to see how it carries over to a more realistic mod, and a popular one at that.

    My other reason for it is if a lot of people like it, it could also serve as a rush deterrent in the vanilla game, since I basically never see a tower being built.
  16. I agree with the unlimited number being too overpowering, there needs to be a restriction on the number.
  17. Thank you for your reply. I understand the constraints of life vs hobby. Don't feel too pressured.
  18. Hansol333

    Hansol333 Active Member

    have you discovered a way to solve that melee problem so far?

    I mean its really stupid if you send some hussars towards them and they get killed without defending themselves. I was able to increase gun damage at closer range but come on bayonetts are useless if they cant use them.
  19. Francesco_Cavalli

    Francesco_Cavalli Active Member

    General's worked it out and shown me roughly where to go - I'll work on it this weekend (I hope) and give you a guide if I can. It's a change in function split accross several files so a bit more complex than combat changes achieved so far
    General WVPM likes this.
  20. Nath33killer

    Nath33killer Member

    Really glad of your work, I had left the forum because of dissapointment from the quality of the game but your mod gives me hope now.
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