DirkX wrote:nice, i like that, as i am huge cavalry and NBF () fan.
as you are on the cavarly stuff, is there any way to make CSA cavalry abit stronger in 61/62 in comparison to Union Cavalry ?
if you edit artillery strength you can do that with cavalry too![]()
PBBoeye wrote:RE: horse head issue - isn't this the symbol used for the Cavalry Fighter (or whatever it's called) - the ability for leaders? I can make a unique image if needed of a horse head with the arrow imposed over it. This could give the reinforcing concept of 'retreat' or evade, and be less confusing.
lodilefty wrote:I like this mod!![]()
Problem: When I installed per instructions, I got a "database read error" or something like that for UID = 16.
Upon investigation, the mod installed 15CSACavalry.mdl as 15CSACavalry (conscript).mdl creating duplicate UID.
Same thing occurs (error for UID 89) with 88USACavalry (conscript).mdl installed instead of 88USACavalry.mdl
Once duplicate UID were removed from models folder all seems well...
I am running Public Beta 1.07rc5
Also, should Horse Artillery also have this attribute? "Horse Artillery" was created to keep up with Cavalry "skeedaddles", since ALL Light and Field artillery was horse (or mule) drawn.......
McNaughton wrote:Just curious about raiders. Has this affected a defender's ability to protect against marauding cavalry destroying rail yards?
McNaughton wrote:How about using "Patrol" (a unit's ability to pin down another unit in a territory) and "Evasion" (a unit's ability to evade another unit pinning them down) along with such changes? From what I see, these factors directly affect a model's ability to withdrawl (and pin other units).
Also, how about two variations of the "Unit Skirmisher" ability? One for the CSA, others for the USA (at least early USA cavalry). Initially, due to poor policies, the US cavalry was repeatedly embarassed by the CS cavalry, but, as the war progressed, US quality caught up (to an extent, but was also aided by quantity and quality of weaponry).
daddytorgo wrote:maybe one of the solutions is to eliminate the ability of cavalry to destroy railroads, or at least make it take 2-3 turns so you have a chance to drive them off...
not sure how historically accurate this is / how many cavalry regiments actually had the tools and the time during the war to destroy RR's
McNaughton wrote:Just to clarify...
If I have a division of Cavalry, will the regiments attempt to retreat individually, or because they are in a division will they fight like normal (without the ability?).
Jagger wrote:I don't think it will be necessary to change the destruction of railroads. Try the mod. The ability won't turn cavalry into supermen.
Also destroying railroads is very historically accurate. They can be destroyed very quickly. Although they can be repaired very quickly as well unless the rails are melted and twisted. A very, very common and prevalent tactic used by both sides.
McNaughton wrote:The easiest target for a Cavalry raid would be wooden bridges. Setting fire to a wooden bridge would be relatively easy (compared with twisting rail ties) through weakening and/or burning the rail bridge (which effectively cuts the line). Seeing that in most provinces there will at least be a small creek bridge, one can assume that cavalry have targetted a railroad's weak point in order to cut it (i.e., a bridge, a major crossing, etc.).
Jagger wrote:I have added the "UnitSkirmisher" ability to both CSA and US horse artillery and also to the Texas Rangers.
1. Upload zipped file to the models folder within your gamedata folder. Unzip and overwrite the three original files. And your done.
If you have any problems, let me know.
Czrasai wrote:Jagger, I used your mod for 1.06d, will this work w/1.07a?
Jagger wrote:Yes, the cavalry mod will work with 1.07a.
However when you unzip the file into your models folder, two of the files have different names from the names in the 1.07a database. The two duplicates will show up at the bottom of the models folder. Keep those two at the bottom titled 15CSACavalry(conscript) and 88USCavalry(conscript). Delete the other two original files numbered 15 and 88.
Some of the model names were changed in the model database from 1.06 to 1.07 which means the modded files won't overwrite the orginals. So the originals must be deleted manually.
Czrasai wrote:Thanks Jagger, I haven't had very much time to spend w/1.07a, next chance I had it was b, so I assume that I would apply as you said and it will work for b? maybe it will be c tonight
I don't know if this is the right place to ask, but are you going to update the unit name mod, I believe that was yours.
Czrasai wrote:Thanks Jagger, I haven't had very much time to spend w/1.07a, next chance I had it was b, so I assume that I would apply as you said and it will work for b? maybe it will be c tonight
I don't know if this is the right place to ask, but are you going to update the unit name mod, I believe that was yours.
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