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With native AI, Rohan commanders form a line of infantry, with archers and cavalry behind, much more bearable. They charge at the same time and horse archers do their work by flaking the enemy.
Also, I saw Theoden was going on foot, but I remember playing Rohan some years ago and he was riding a white horse then.
EDIT: I was also thinking that perhaps rohan infantry is not fit for field armies for Rohan? Keep it only for garrison? That would soften the problem of "khergit-like stupid ai" problem.
Thanks! I'll ask if it's possible to make Rohan lords use the Native AI for now. No promises though.
I'll check Theoden.
awe so native AI is better! thank you for the tip i can't wait to try it out! And as for their line infantry, they would serve a support role for the cavalry, forming ranks or charging depending on the casualties suffered by the cavalry after their charge. If charge goes, well the infantry charges as well to help finish off the enemy, if the charge goes poorly and morale starts to waver, the cavalry would fall back to the line infantry to regroup. All the while, the horse archers would be riding the flanks picking off anyone not being engaged by the heavy cav. That's basically how Rohan should operate on the battlefield based on the lore and some basic tactical knowledge i have from playing MnB and being a huge history nerd. The formations and stuff would be based on enemy unit comp, but that would be a little more difficult to code i think.
Well this is a much more satisfactory response than the one we got the other day in the other thread. "Basically git gud" was the response to a post that said basically the same thing i did but with some more ranting. it was by another dev, but thank you for the clarification of your design philosophy and for offering a solution InVain! You folks have done amazing things in the tight confines of the MnB engine!
yeah that was basically my plan from the start lol. have 100+ mid to high level cav and run down our enemies. Since i changed the AI to native tho i've gone from getting stomped at 24% to having a pretty good time at 67% difficulty.