There is a thread discussed about this issue before: https://forums.taleworlds.com/index.php?threads/fix-cavalry-charge.442262/
As we know, developers changed reorganizing range of cavalry in Beta e1.5.10, but it affects few.
Every reason you can found in codes.
For example, the Mount Charge Damage:
Do you found that mount charge damage in Singleplayer SandBox is lower than Multiplayer and Custom Battle?
Let's see some codes before,
1. In SandBox.SandboxAgentStatCalculateModel.UpdateHorseStats(Agent agent, AgentDrivenProperties agentDrivenProperties):void
2. In TaleWorlds.MountAndBlade.CustomBattleAgentStatCalculateModel.InitializeAgentStats(Agent agent, Equipment spawnEquipment, AgentDrivenProperties agentDrivenProperties, AgentBuildData agentBuildData):void
3. In TaleWorlds.MountAndBlade.MultiplayerAgentStatCalculateModel.InitializeHorseAgentStats(Agent agent, Equipment spawnEquipment, AgentDrivenProperties agentDrivenProperties):void
These three lines of codes are about mount charge damage calculation, the first is about Singleplayer SandBox, the second is about Custom Battle and the third is about Multiplayer.
We can find the key point after multiplication sign, it's no need to know what "f" is about, you just need to focus on the number.
In Singleplayer, the factor number is 0.004; but in Multiplayer and Custom Battle, it's 0.01.
You can understand these numbers by following this:
Mount Charge Damage = Base Damage * Factor Number
So,
In Singleplayer, the mount charge damage equals base damage multiply 0.004 and in another two modes, it's base damage multiply 0.01.
For example, the mount charge damage in Multiplayer is 18, it will be 7.2 in Singleplayer, The reason for all this is the numerical difference.
And about another issue "cavalry attack miss and don't wanna attack" is also about some factor value setting like this above.
Cavalry cannot deal enough damage as it should.
The developers focus on the behaviors simulation and don't care the actual experience caused by value of number.
Edit: I don't mean that the developers should not focus on simulation, I just means that they can improve observably something by changing value of number like this above, it doesn't matter if simulation looks like a little foolish.
Thanks to @lzh for providing information.
As we know, developers changed reorganizing range of cavalry in Beta e1.5.10, but it affects few.
Every reason you can found in codes.
For example, the Mount Charge Damage:
Do you found that mount charge damage in Singleplayer SandBox is lower than Multiplayer and Custom Battle?
Let's see some codes before,
1. In SandBox.SandboxAgentStatCalculateModel.UpdateHorseStats(Agent agent, AgentDrivenProperties agentDrivenProperties):void
C#:
agentDrivenProperties.MountChargeDamage = (float) mountElement.GetModifiedMountCharge(in equipmentElement2) * 0.004f;
C#:
agentDrivenProperties.MountChargeDamage = (float) mountElement.GetModifiedMountCharge(in equipmentElement2) * 0.01f;
C#:
agentDrivenProperties.MountChargeDamage = (float) mountElement.GetModifiedMountCharge(in equipmentElement2) * 0.01f;
These three lines of codes are about mount charge damage calculation, the first is about Singleplayer SandBox, the second is about Custom Battle and the third is about Multiplayer.
We can find the key point after multiplication sign, it's no need to know what "f" is about, you just need to focus on the number.
In Singleplayer, the factor number is 0.004; but in Multiplayer and Custom Battle, it's 0.01.
You can understand these numbers by following this:
Mount Charge Damage = Base Damage * Factor Number
So,
In Singleplayer, the mount charge damage equals base damage multiply 0.004 and in another two modes, it's base damage multiply 0.01.
For example, the mount charge damage in Multiplayer is 18, it will be 7.2 in Singleplayer, The reason for all this is the numerical difference.
And about another issue "cavalry attack miss and don't wanna attack" is also about some factor value setting like this above.
Cavalry cannot deal enough damage as it should.
The developers focus on the behaviors simulation and don't care the actual experience caused by value of number.
Edit: I don't mean that the developers should not focus on simulation, I just means that they can improve observably something by changing value of number like this above, it doesn't matter if simulation looks like a little foolish.
Thanks to @lzh for providing information.
Last edited: