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Es para darle un poco mas de diversidad en las batallas y se vea mas realista, sobre todo en las cargas cuerpo a cuerpo! :)
the kill moves are breaking the combat
Now on the flip side with this mod turned on. The same knights charge the pikemen, and throughout the fight, the knights and pikemen stay at about the same man count with the knights being slightly ahead surprisingly. There isn't much of a no mans land as units are forced into combat animations and are never killed by a swing, or stab without an elaborate animation. The knights actually end up winning when this mod is turned on because the animations happening 100% of the time, which heavily reduces pikemens one biggest advantage being range, because the units now ignore them as they are forced into combat animations.
Also units with high defense get a buff with this mod because their enemies are more likely to keep bashing at their shield in the same animation over and over again, while with the mod off that enemy would have a better chance at killing that defensive unit.
So I found out how much this mod changes combat, at least with Medieval 1212, but I have a feeling that it effects vanilla like this as well. Combat will be 2-4 minutes longer than without this mod and pikes are less effective with this mod enabled.
In a fight without this mod against level three knights with shields giving them high defense, but have about the same attack as the pikemen, these knights are decimated by the pikemen as the knights attack them. Not only do pikemen have a bonus against infantry when in a pike wall, but the pikemen cause a no mans land type of effect as their spears don't normally let any of the knights get close. The pikemen only suffer 20 loses at the maximum.
Tnx!
Then replace the 1 with a 0 in the "melee_secondary_attack_probability" under the same spot