• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

DrakenLord

Second Lieutenant
33 Badges
Apr 11, 2010
106
0
  • King Arthur II
  • Crusader Kings II
  • Lead and Gold
  • Magicka
  • Starvoid
  • Pillars of Eternity
  • Shadowrun: Hong Kong
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • BATTLETECH
  • Surviving Mars
  • Age of Wonders III
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Magicka 2
  • BATTLETECH: Flashpoint
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Prison Architect
  • Age of Wonders: Planetfall
  • Stellaris
  • Knights of Pen and Paper 2
  • Cities: Skylines - After Dark
  • Mount & Blade: Warband
  • Cities: Skylines
  • 500k Club
  • Warlock 2: The Exiled
  • Warlock: Master of the Arcane
  • The Showdown Effect
  • Knights of Pen and Paper +1 Edition
  • Dungeonland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Legacy of Rome
Select a unit of cavalery, order them to run in a direction. Wait for the bar to charge to full, then order them to go to the same place, or to the same direction. They will instantly lose their bar...

I believe the desired behavior should be that as long as they are running in the same direction, they should keep their bar... Since the charge bar is relative to their speed. Starting from there, the bar should be reduced by the angle of the new order. For example if you order them to turn 30 degrees left, they should lose (30 / 180) * 100 = 16% of their charge. If you order them to run in the opposite direction ( 180/180*100 = 100%) they lose 100% of their charge. And if you order them to turn 90 degrees (90/180*100) they should lose 50% of their charge.

Since Neocore already pointed out they added Physix to the battles it would make sens for charge to work this more realistic and intuitive way.
 
Upvote 0
Clicking ON the enemy unit will order the cavalry to attack the unit. Note that it follows the usual click interface - a single click will result in them walking to the unit and attacking, double click will result in them running to the unit and attacking, which essentially means trading sword / spear / whatever blows with the enemy unit until either one dies, routs or otherwise disengages.

Double clicking behind the enemy unit (so that your cavalry unit will run them over) is a charge. Charging cavalry inflict trample damage on the unit as they pass through it, and will take some damage in the process. They won't stop to engage the unit, they will literally run through it to the point you clicked on. Of course, if you clicked just behind the unit and the AI is set to attack the nearest enemy there's a good chance they'll turn around and attack the unit they just ran through.

It's probably easier to think of an attack as being an explicit instruction, while a charge is what happens when you order your cavalry to go somewhere and some foolish enemies get in the way.
 
Clicking ON the enemy unit will order the cavalry to attack the unit. Note that it follows the usual click interface - a single click will result in them walking to the unit and attacking, double click will result in them running to the unit and attacking, which essentially means trading sword / spear / whatever blows with the enemy unit until either one dies, routs or otherwise disengages.

Double clicking behind the enemy unit (so that your cavalry unit will run them over) is a charge. Charging cavalry inflict trample damage on the unit as they pass through it, and will take some damage in the process. They won't stop to engage the unit, they will literally run through it to the point you clicked on. Of course, if you clicked just behind the unit and the AI is set to attack the nearest enemy there's a good chance they'll turn around and attack the unit they just ran through.

It's probably easier to think of an attack as being an explicit instruction, while a charge is what happens when you order your cavalry to go somewhere and some foolish enemies get in the way.

Yes, but thats the thing I dont agree with. Double clicking/holding the button on a enemy unit should result in a charge, running them over and stop when on top of them to fight them. Its been like that in all the Total War games (atleast when they had a mechanic and physics for it), thats what most of us are being used to. A lot of us come from the total war games, and it worked perfectly fine there this way. I dont see the reason why they changed it in King Arthur. I played King Arthur 1, and all the time I played it I thought the trample mechanic wasnt there. But apparently it was, I just thought it wasnt because the commands had been changed from what should've been more obvious. Why would you want the cavalry to not charge in?

In the video I linked above, that is a standard double right click/holding on a enemy unit. They dont stop right in front of them, the cavalry get in there and do their thing. Thats the way it should've been in King Arthur too, imo.
 
The thing being there's no difference. A charge in TW is simply ordering a unit to attack an enemy while running; it then uses it's charge rather than melee value for the initial combat round.

Charge in KA is a separate form of attack entirely.