New version for eb 2.3: Download
I - New morale factors (optional):
a - The type of army: For more realism, the morale is now influenced by the the strategic situation in wich the armies find themselves. This translates into the creation of three categories: expeditionnary corps, defense army and proxy force, each reacting differently.
1 - Expeditionnary corps: Is regarded as such any army fighting in enemy territory, at the exception of the rebel troops.
- Normal battle: Only using temporary camps, having then nowhere to retreat and no chance to survive if the baggage is lost, the units of an expeditionnary corps won't flee.
- River crossing battle: Defending such a strong position, an expeditionnary corps won't retreat, but as attacker, in front of too much resistance, the units will prefer to survive.
- Ambush: Ambushed, the army cannot retreat, but as attacker the retreat remains an option. The baggage is then considered as a rally point located at a safe distance.
- Sally out battle: In this situation, the besieger will be regarded as defending his camp, and the units will then fight to the death.
2 - Defense army: Fighting in familiar territory, a defense army can retreat in any situation.
3 - Proxy force: Only the rebel armies. Such troops are regarded as insurgents or actors of a low intensity invasion, having numerous fallback solutions around. They can beat a retreat everywhere, even in ennemy territory.
Note: The script determines the situation according to the position of the attacker. So in the case of a battle with armies on each side of a frontier, the position of the agressor will prevail for determining the scenario.
b - Siege: The defenders will not beat a retreat at any time. This does not include the reinforcements (Player and AI).
c - Fatigue: If the whole army is tired and has lost more than 33% of its strength, the units will progressively flee (Player only).
Note: "BattleArmyTired" is an event not a condition, so if there is more than 33% of losses after it has fired, it will not be taken into account by the script.
d - The general: If the general flees the whole army will follow the same way. If he's killed in action and the army has lost more than 33% of its strength, the units will retreat (Player only).
II - Options menu: Click on the help button. Morale factors can be enabled/disabled separately.
III - Army composition: Use F9 or the options menu.
IV- Settlement viewer: Click on the construction/recruitment advice button to start. Next, start the battle, and press ESC for leaving.
Credits: Alpaca for the original ("Oppida") script, and TheTabletopAudio for the sound atmosphere.
Note: If there is a rebel army adjacent to the settlement, the script won't work.
V - Reworked sea routes: A more flexible (and more aesthetical) approach of the last version, with larger routes (and so no more with the possibility to control a passage, but allowing to circumvent an enemy fleet).
VI - Battle script for custom battles: CTRL + F9 (No, this is not a good idea to try to use it in campaign...)