Europa Universalis IV

Europa Universalis IV

Cavalry Redux 2.0 - A Cavalry Rework Mod (1.32)
 This topic has been pinned, so it's probably important
proferty  [developer] Jan 8, 2022 @ 8:13pm
Suggestions
Post any suggestions here.
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Showing 1-3 of 3 comments
Malekith Apr 1, 2022 @ 1:01am 
The merc companies are badly outdated with the new system in place, since even Mongol Mercenaries cap out at 6 cavalry, while most regular mercs cap out at 2 or 4, if they have any at all. Maybe that could be updated in the future?
Yolky Apr 16, 2022 @ 1:51am 
Arumba has this video where he explains why cav are bad and what would make them good: https://youtube.com/watch?v=h-62B7GiwDw

He suggests that cav should move further to the middle of the combat line, depending on the width of the (remaining) enemy combat line. That would improve combat really really by a lot IMO. Perhaps you could integrate this idea in this mod. I don't know if it is hardcoded, however.
proferty  [developer] Apr 16, 2022 @ 6:24am 
Originally posted by Yolky:
Arumba has this video where he explains why cav are bad and what would make them good: https://youtube.com/watch?v=h-62B7GiwDw

He suggests that cav should move further to the middle of the combat line, depending on the width of the (remaining) enemy combat line. That would improve combat really really by a lot IMO. Perhaps you could integrate this idea in this mod. I don't know if it is hardcoded, however.

The deployment of regiments on the battleline is entirely hardcoded AFAIK. a bandaid solution however is to increase the base flanking range of cavalry, it is 2 as base in vanilla, then multiplied by modifiers from tech or flanking range ideas.
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