# Config_Version: Used to patch this file. Don't modify.
# REAR-UP
# Affect_Ai: Should AI controlled horses be affected by the rear-up mechanic. (Disabled by default.)
# Affect_Player: Should the horse controlled by the player be affected by the rear-up mechanic. (Disabled by default.)
# Allow_Cut_Damage: Should cut damage be able to trigger rear-ups. (False in the base game.)
# Allow_Pierce_Damage: Should pierce damage be able to trigger rear-ups. (True in the base game.)
# Allow_Blunt_Damage: Should blunt damage be able to trigger rear-ups. (False in the base game.)
# Allow_Swing_Attacks: Should swing attacks be able to trigger rear-ups. (False in the base game.)
# Allow_Thrust_Attacks: Should thrust attacks be able to trigger rear-ups. (True in the base game.)
# Allow_Ranged_Weapons: Should ranged weapons be able to trigger rear-ups. (False in the base game. Note that if you want to allow ranged weapons, "Allow_Thrust_Attacks" must also be set to True.)
# Allow_All_Melee_Weapons: Should all melee weapons be able to trigger rear-ups. (False in the base game, only polearms can.)
# Allow_Mounted_Attacks: Should mounted attacks be able to trigger rear-ups. (False in the base game. This parameter is ignored for ranged weapons.)
# Minimal_Speed: A horse won't rear up if he's moving slower than this. (4 m/s in the base game.)
# Maximal_Speed: A horse won't rear up if he's moving faster than this. (Unused in the base game.)
# Minimal_Damage: A horse won't rear up if the attacks does less than this amount of damage. (30 in the base game.)
# Maximal_Damage: A horse won't rear up if the attacks does more than this amount of damage. (Unused in the base game.)
# Frontal_Angle: A horse rears up only if the attack is coming from this angle. (120° in the base game. Doesn't seem to work properly with swing attacks.)
# Cooldown: A horse won't rear up more than once during this amount of time. (Absent in the base game, but not needed because of the minimal speed requirement.)
# CHARGE
# Charge_Damage_Multiplier: Charge damage (both inflicted and received) will be multiplied by this value
# Damage_Ai_Horses: Should AI controlled horses damage themselves when charging. (Disabled by default.)
# Damage_Player_Horse: Should the horse controlled by the player damages itself when charging. (Disabled by default.)
# Received_Damage: Amount of damage a charging horse receives on collision. (Works the same way as inflicted charge damage, but takes the horse's armor into account instead.)
# Print_Received_Damage: Should the received damage be printed in the chat window.
Config_Version: 3
RearUp:
Affect_Ai: true
Affect_Player: true
Allow_Cut_Damage: true
Allow_Pierce_Damage: true
Allow_Blunt_Damage: true
Allow_Swing_Attacks: true
Allow_Thrust_Attacks: true
Allow_Ranged_Weapons: true
Allow_All_Melee_Weapons: true
Allow_Mounted_Attacks: false
Minimal_Speed: 30
Maximal_Speed:
Minimal_Damage: 100
Maximal_Damage:
Frontal_Angle: 180
Cooldown: 3000
Charge:
Charge_Damage_Multiplier: 5
Damage_Ai_Horses: true
Damage_Player_Horse: false
Received_Damage: 50
Print_Received_Damage: true
Do you have any examples for early medieval frontal charges being common? From what I can see, it depends on terrain and if the enemy has gaps in the formation, I can't image horses charging against a solid shield wall?
I play with this mod
I tested 500 vs 500 infantry, put my men in shieldwall (all carrying spears but they never use them, they only use their swords) and the AI got destroyed in around 2 - 3 minutes.