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Regarding crossbows, I will take a look! Yet, I cannot guaranty a tweak. Perfect balance is impossible to achieve, especially for crossbows. Indeed, they are still very effective in low-pace situations—sieges for example. ;)
[TRUE] "unit_abilities_tooltip_text_att_gen_war_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_war_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_war_05"
[TRUE] "unit_abilities_tooltip_text_cavalry_counter_tactics"
[TRUE] "unit_abilities_tooltip_text_chant"
[TRUE] "unit_abilities_tooltip_text_douse_fire"
[TRUE] "unit_abilities_tooltip_text_draco"
[TRUE] "unit_abilities_tooltip_text_focus_fire"
[TRUE] "unit_abilities_tooltip_text_frenzied_charge"
[TRUE] "unit_abilities_tooltip_text_frenzied_charge_inf"
[TRUE] "unit_abilities_tooltip_text_frenzy"
[TRUE] "unit_abilities_tooltip_text_headhunt"
[TRUE] "unit_abilities_tooltip_text_rapid_advance"
[TRUE] "unit_abilities_tooltip_text_screech"
[TRUE] "unit_abilities_tooltip_text_steady_retreat"
[TRUE] "unit_abilities_tooltip_text_use_the_whip"
[NEW] "unit_class_onscreen_cav_axe"
[NEW] "unit_class_onscreen_inf_sla"
[NEW] "unit_class_tooltip_cav_axe"
[NEW] "unit_class_tooltip_inf_sla"
[TRUE] "unit_abilities_tooltip_text_att_gen_raise_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_rally_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_rally_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_rally_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_rally_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_rally_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_recon_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_recon_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_recon_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_recon_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_recon_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_second_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_second_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_second_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_second_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_second_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_war_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_inspire_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_inspire_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_inspire_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_inspire_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_power_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_power_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_power_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_power_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_power_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_presence_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_presence_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_presence_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_presence_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_presence_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_raise_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_raise_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_raise_03"
[NEW] "unit_abilities_tooltip_text_a_mp_test_7"
[NEW] "unit_abilities_tooltip_text_a_mp_test_8"
[NEW] "unit_abilities_tooltip_text_a_mp_test_9"
[TRUE] "unit_abilities_tooltip_text_att_gen_brace_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_brace_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_brace_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_brace_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_brace_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_fast_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_fast_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_fast_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_fast_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_fast_05"
[TRUE] "unit_abilities_tooltip_text_att_gen_fear_01"
[TRUE] "unit_abilities_tooltip_text_att_gen_fear_02"
[TRUE] "unit_abilities_tooltip_text_att_gen_fear_03"
[TRUE] "unit_abilities_tooltip_text_att_gen_fear_04"
[TRUE] "unit_abilities_tooltip_text_att_gen_fear_05"
[NEW] "ui_unit_bullet_point_enums_onscreen_name_att_has_weapon_poison_heavy"
[NEW] "ui_unit_bullet_point_enums_onscreen_name_att_mob"
[NEW] "ui_unit_bullet_point_enums_onscreen_name_att_pikes"
[NEW] "ui_unit_bullet_point_enums_onscreen_name_att_poorly_trained"
[NEW] "ui_unit_bullet_point_enums_onscreen_name_att_trained"
[NEW] "ui_unit_bullet_point_enums_onscreen_name_att_well_trained"
[TRUE] "unit_abilities_tooltip_text_a_mp_test_10"
[NEW] "unit_abilities_tooltip_text_a_mp_test_11"
[NEW] "unit_abilities_tooltip_text_a_mp_test_12"
[NEW] "unit_abilities_tooltip_text_a_mp_test_13"
[NEW] "unit_abilities_tooltip_text_a_mp_test_14"
[TRUE] "unit_abilities_tooltip_text_a_mp_test_15"
[NEW] "unit_abilities_tooltip_text_a_mp_test_16"
[NEW] "unit_abilities_tooltip_text_a_mp_test_17"
[TRUE] "unit_abilities_tooltip_text_a_mp_test_2"
[TRUE] "unit_abilities_tooltip_text_a_mp_test_3"
[TRUE] "unit_abilities_tooltip_text_a_mp_test_4"
[NEW] "special_ability_phases_onscreen_name_flaming_arrows_shp"
[NEW] "special_ability_phases_onscreen_name_focus_fire_0"
[NEW] "special_ability_phases_onscreen_name_focus_fire_1"
[NEW] "special_ability_phases_onscreen_name_focus_fire_2"
[NEW] "special_ability_phases_onscreen_name_focus_fire_3"
[NEW] "special_ability_phases_onscreen_name_focus_fire_4"
[NEW] "special_ability_phases_onscreen_name_focus_fire_5"
[NEW] "special_ability_phases_onscreen_name_focus_fire_6"
[NEW] "special_ability_phases_onscreen_name_focus_fire_7"
[NEW] "special_ability_phases_onscreen_name_focus_fire_8"
[NEW] "special_ability_phases_onscreen_name_focus_fire_9"
[TRUE] "special_ability_phases_onscreen_name_severe_morale_hit"
[NEW] "special_ability_phases_onscreen_name_severe_morale_hit_art"
[NEW] "special_ability_phases_onscreen_name_severe_morale_hit_fire"
[FALSE] "ui_unit_bullet_point_enums_onscreen_name_att_ammo_refill"
[TRUE=modified entry; FALSE=deleted entry; NEW=added entry]
[TRUE] "projectile_shot_type_enum_button_tooltip_text_artillery_default"
[TRUE] "projectile_shot_type_enum_button_tooltip_text_artillery_explosive"
[TRUE] "projectile_shot_type_enum_button_tooltip_text_artillery_flammable"
[TRUE] "projectile_shot_type_enum_button_tooltip_text_small_arm_default"
[TRUE] "projectile_shot_type_enum_button_tooltip_text_small_arm_extended"
[TRUE] "projectile_shot_type_enum_button_tooltip_text_small_arm_flaming"
[TRUE] "projectile_shot_type_enum_button_tooltip_text_small_arm_heavy"
[NEW] "special_ability_phases_onscreen_name_att_ramming_speed_3"
[TRUE] "special_ability_phases_onscreen_name_att_sling_projectile"
[NEW] "special_ability_phases_onscreen_name_att_throw_projectile"
[TRUE] "special_ability_phases_onscreen_name_fire_projectiles"
[NEW] "special_ability_phases_onscreen_name_flaming_arrows"
About changes in AoC, I simply use the same system as grand campaign’s units (with armour divided between shield and clothes). I don't know if it is more realistic or not, it is just more logical in my mind.
Finally, I'm not sure but it seems that mobile spear and shield walls have been added in vanilla game.
Without these formations, cavalry has about double run speed of infantry. Factors that can reduce it are: weight (an heavy cavalry is much slower than a very light unit, but charges are more powerful - obvious) and fatigue (an exhausted unit is almost 50% slower than a fresh unit!).
Maybe your cavalry was very heavy and tired?
Et il compatible avec des mods d'animation ? il y'a aucun changement pour les armes de sieges ?
merci