This whole thread focuses on the AI's behaviour when operating as infantry; however the cavalry would need a review as well.
One of the first "eyebrow raises" I did, was because of this gif belonging to the
Dev Blog 14/02/18.
Here the charge seemed much more powerful than it is currently manifested in the Native
In the discussion thread,
I wrote a comment indicating that there was a confluence of the cavalry charge at the central point of the group being charged. Obviously, at that time we didn't have access to the game and therefore it was all conjecture.
Well, just as the infantry is prone to charge at the central point of the group being charged; the cavalry in its absence follows the same pattern.
Imo a cavalry charge should charge offensively parallel to the defensive line of an enemy formation as indicated by the colour green. This mid-point charge attempt should only be achieved by a wedge charge (maintaining the shape of the formation and a certain parallel). As with infantry, when a charge is ordered, the formation loses its integrity (what use are the formations in such a case?).
On the other hand, what is a cavalry charge?
Speed and momentum of a real cavalry charge demonstration
In theory it is a manoeuvre consisting of a massive, impetuous and resolute attack by a troop against the enemy troop. Well, as the charges are defined in the Native, we do not find "the massive" or "the impetuous" but rather "a walking in the park". In my opinion the cavalry charges are extremely slow and without high impact.
Once again I have been fiddling with the parameters and have altered a few resulting in the following:
An increase in HP, speed and horse charge damage (for the test I have taken the Imperial charger breed) (* increased rein rotation too). In contrast, an increase in damage multiplier for the animal, an increase in fall damage for the rider and a more aggressive setting for the rear.This results in a considerable casualty impact for the object of charge, but also in casualties for the horses when they charge forward into a wall of spears. However, charging from the rear or the flanks to an enemy formation with these modifications would be lethal.
Native | Modified |
---|
hit_points="100"
absorbed_damage_ratio="1.0"
body_capsule radius="0.37"
bipedal_delta_rotation_threshold_for_keeping_local_velocity" value="2.5"
QuadrupedalRadius" value="0.8"
MakesRearAttackDamageThreshold" value="10.0"
FallSpeedReductionMultiplierForRiderDamage" value="0.77"
speed="44" charge_damage="12" |
hit_points="400"
absorbed_damage_ratio="5.0"
body_capsule radius="0.40"
bipedal_delta_rotation_threshold_for_keeping_local_velocity" value="2.5"
QuadrupedalRadius" value="1.0"
MakesRearAttackDamageThreshold" value="0.1"
FallSpeedReductionMultiplierForRiderDamage" value="0.95"
speed="80" charge_damage="90" |
As is also the case with infantry, the cavalry is slightly crowded; therefore the spacing in the formations has been slightly increased. As
@Apocal comments in his
thread, Taleworlds should consider the spawns grouped together in a formation with a large volume of agents when they are carried out in narrow environments. Otherwise, the typical "cliff suicide" accident occurs.
These changes for the cavalry would make it a devastating weapon against the enemy with a strategic approach, but with "carefree" employment would lead to a resounding decimation of allied troops. Making horses a valuable war asset.