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I know couched lance can be removed (it has been removed in a number of mods), it's whether it should be. It's certainly not realistic to remove it. The AI cavalry seems to do okay with it though and given the expense of cavalry, maybe they're allowed to be overpowered. Formations should help to keep it being too exploitable for the player.
Also if its able you could add to siege battles gates opening system on the wall.
No, but I will add another one or two ladders to each siege. I'm not against opening the gates, I just doubt I'd be able to make it work.[/i]
Some updates on the battle AI. There are significant improvements that can be made. Rather than just two sides charging each other which is usually the case in native, battles will progress more slowly and in a more organised fashion. First of all, the AI will make more intelligent decisions on whether to attack or defend, and they will defend often. The next part of the battle - the movement phase - is quite a bit slower than native. Both sides will almost certainly have time to organise themselves well before they engage then enemy. One side will likely take a defensive position, while the other marches across the battlefield. During the latter part of this period there may be a large exchange of missile fire between the two sides. The roles of the two sides can change during this period, as an attacker that has superior firepower may just camp within firing range, which may force the defender to assault the attacker. The final phase is the melee. Improved AI makes this tougher as troops will remain relatively grouped rather than ending up all over the place like native.
Here are some battle shots showing basic improvements in battles:
This first shot is when I attack an inferior army. They are inferior so they choose to defend. This suits them well since they're an army of skirmishers, and will be able to fire at me while I advance. This is a very simple situaton for the AI as it's completely outclassed. There's nothing it can do but defend. I mentioned the effective use of shields as the stat boost plus the combat AI set to 'good' makes the AI reasonably effective. You're still far superior individually, but each kill will take longer and they're more likely to get a hit in.

This second shot is when I attack a superior army. They also attack me on the campaign map, but after I'm knocked out I'm given the option to leave the battle, so technically I was the attacker. I attack but they're far superior, so they advance on me. They do this because I can simply leave if they choose to defend. If they weren't significantly superior, they'd just defend, I'd leave and we'd walk away from each other (although they will still try to attack on the battlemap, which would mean I wouldn't have the choice to leave). Note the formation they are in; they're more organised than native, but since mountain bandits are basically skirmishers, their formation is still relatively loose. It would be much tighter if they were purely infantry.

I got knocked out in both battles (I fought on foot). The first one I believe we were winning, and the second I believe we were losing. The defending team seems to do better, so you'll likely need a superior force to assault the enemy. I didn't have cavalry in either, but it certainly would have made a difference.
FormationsI had played around with mirathei's formations script, but I decided not to use it. There were a number of reasons:
1. They aren't nearly as responsive as the native double line formation. The native formation will do exactly what you want, when you want it.
2. I didn't really use the formations, apart from the ranked formation of infantry. Archers and cavalry only really need the native line (tightened for cavalry).
3. In this mod, infantry is effective against cavalry in a native double line (if you charge front on, you will likely get hit and wounded badly, if not unhorsed and/or killed), so there's not really a need for 10 ranks of infantry, and to add just 1 or 2 ranks isn't worth the issues.
4. When there are only two ranks of infantry, wedge isn't needed to punch through. You shouldn't be making a frontal charge anyway.
5. With the formations, infantry will likely be in ranked formation for both sides, which results in a large performance hit during combat (two native double lines would be far more spread out).
6. Visually it's more epic to have two double lines clashing than two heavily ranked formations taking up a small fraction of the space.