Posting this for someone like me who was absolutely lost when I finally noticed CK2+ combat tactics were entirely different from vanilla. For me, it took some serious digging just to find out there were indeed major modifcations to the tactics system to begin with, hopefully this post will give newer users a clearer perpective on how the Better Armies submod works within CK2+
First of all, you can find the Better Armies main download thread here: https://forum.paradoxplaza.com/foru...-retinue-building-overhaul-ck2-submod.670595/
On that page you can find some preliminary information about why it was designed and how it works, but still lacks much needed documention of the specific changes to combat tactics such as modifiers and weights.
To see the actual numbers, you must navigate to your ck2+ mod directory. You can find the tactics information at:
Documents > Paradox Interactive > Crusader Kings 2 > mod > ck2plus > common > combat_tactics > 00_combat_tactics.txt (this path may be different to yours depending on your installation options)
I recommend viewing the document with Notepad++, otherwise it is a bit difficult to decipher. Understanding the code is pretty intuitive even for a layman, so don't be worried about that.
Some important things I have to point out after going through the altered tactics:
First of all, you can find the Better Armies main download thread here: https://forum.paradoxplaza.com/foru...-retinue-building-overhaul-ck2-submod.670595/
On that page you can find some preliminary information about why it was designed and how it works, but still lacks much needed documention of the specific changes to combat tactics such as modifiers and weights.
To see the actual numbers, you must navigate to your ck2+ mod directory. You can find the tactics information at:
Documents > Paradox Interactive > Crusader Kings 2 > mod > ck2plus > common > combat_tactics > 00_combat_tactics.txt (this path may be different to yours depending on your installation options)
I recommend viewing the document with Notepad++, otherwise it is a bit difficult to decipher. Understanding the code is pretty intuitive even for a layman, so don't be worried about that.
Some important things I have to point out after going through the altered tactics:
- You can proc tactics like shieldwall with any unit compisiton, but it's results pretty much resemble a 'no tactic used' scenario. The varying degrees (good shieldwall tactic, "normal" shieldwall tactic, bad shieldwall tactic) alter the modifiers from no bonuses (at best) to small defensive penatlies (at worst).
- There are no tactics involving camel calvary. I really don't know if this is intentional. I initally thought the mod stopped receiving support before The Sword of Islam DLC came out, hence why no camel tactics; but the most recent post from the creator was posted August 2013, with SoI being released a year before. On the plus side, it would be pretty easy just to add camels yourself, although I havent tried it yet.
- Most tactics are culture locked. This sometimes means generic tactics are locked to certain cultures, but often have a worthy substitute. One example of this is Iberians not able to use Harass, instead they used a culture tactic called Caballero Raid, which has slightly altered modifers of that of Harass.
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