routing

  1. Enemy routs too fast 1.5.10.

    hey guys! In the new 1.5.10. beta I realised I cant play a full battle against bandits and village militia they are routing so early in the battle, they cant reach even my front line. I dont have a full army they just run away too fast even when they have a chance to win. I play on foot and it...
  2. Lusitani 5th Empire

    Fleeing troops should defend themselves and fight back

    I would like to have fleeing troops being more active in protecting themselves. The way it works now gives no challenge or fun in killing routing troops and yet it represents a significant percentage of the total battle duration. That said, think a simple and good solution would be allowing...
  3. CaNpoG

    Captain: "Unit morale", a solution to make the mode about commanding your squad.

    I added this as a sidenote to a comment in a thread on the issue of rambo cav. This thread right here I've always been a bit bothered by captain mode having this "meta" that forces to play in a really unfun way which really doesn't fit the point of the mode. By "unfun" ways to play, I mean...
  4. Apocal

    Resolved [1.5.2] Mounted unit morale rarely breaks.

    Summary: Cavalry and horse archers only rarely suffer from morale breaks and routing due to losses. Infantry and archers are resilient but they will occasionally retreat, whereas cavalry typically do not. I suspect (but can't prove) it is because the ApplyAoeMoraleEffect is too small in radius...
  5. AI chasing routing enemies in battle toggle

    Hello! Is there a possibility of adding a toggle for "Chase routed enemies" like there is for "Fire at will" I have been having issues with my melee infantry group of 40 men being at 40 different spots on the map at once when I fight a unit of enemies that starts routing one by one and then...
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