Alright I tinkered around with some things but I didn't get too far. Just played with wood elves basically, because with no modder experience, I had to start a new game, recruit, run around and find a properly sized enemy force of the right kind of opponent, fight the battle, then go back and make adjustments and start it all over again kinda blew. But it did give me some decent ideas to work with.
In addition to what I stated before, I found that "glade guard" and other spear and shield troops were horribly worthless. Horribly. This is by no means your fault, it is game mechanics. If the spear is long, you can use it to lance on horseback and to jab down cav on foot, but you are fully screwed when fighting other infantry. Too short, and you are just screwed period.
For one fix, by playing with the primary/secondary of the weapon stats, I think you can get a troop to carry both a spear and a sword. I'm just not sure they are smart enough to use them in the right circumstances however. But to try to get them to work, I even went as far as allowing troops to swing certain spears while carrying a shield. It looks kinda dumb, but it was the only way to make them remotely effective. This way, they can still defend themselves from infantry even with longer spears. They still are weak though.
When it comes to troops with additional attacks or higher initiative, most of that is going to come from items rather than the stats. I have looked into dual wielding for M&B as I'm sure you have as well, and it just isn't really possible from the discussions I've seen on the forums. However, you can kinda give the 'feel' of a troop with two attacks by playing with the weapon speeds. For example, for my own poorly done version of a wardancer and for the "eternal guards" i made, I found making a sword and a spear exclusive to these two that had a speed rating of 150, this did a good job of giving the multiple attacks, high Initiative feel. If you go much higher than this, it starts jacking up the damage and starts becoming extremely weak. But seeing a wardancer without crazy hair and only a single weapon was depressing. For the eternal guard, it was rather satisfying results-wise.
For any single attack troops, giving slightly higher or lower speed to a weapon specifically for that "initiative" bracket did well to see who usually got the first strikes in a way that more accurately portrayed the warhammer world.
As for the horseys, I made changes which reflected more with my previous post. Pistoliers were given "Hunter" horses, due to the high maneuverability, as well as adding a bit of speed. I hocked up the courser horse to a whopping speed 48 and maneuver in the low 40's. In all honesty, it seemed to give the right feel and didn't seem out of line for a fast cav elven steed
For Movement 5 troops, they got athletics 10. Toughness 4 troops, Iron Skin/Flesh 10. Strength 4 troops, power strike 10. All "typical" stat troops, like strength/toughness 3, movement 4, etc would get few to no points in these fields. It seemed about right. Also played around with troop trees a bit but not too sure how great that turned out anyway.
Oh and here is a post I found with alot of really handy links to what look like great kits/additions:
http://forums.taleworlds.com/index.php/topic,78411.msg2032612.html#msg2032612
Unfortunately, in my complete absence of modding experience, I couldn't get a single one to work for me but if you can figure them out and incorporate them, several of them would be fantastic for this mod.
I can only hope that at least a bit of my input was useful, and if not, sorry for eating up your bandwidth :$
In addition to what I stated before, I found that "glade guard" and other spear and shield troops were horribly worthless. Horribly. This is by no means your fault, it is game mechanics. If the spear is long, you can use it to lance on horseback and to jab down cav on foot, but you are fully screwed when fighting other infantry. Too short, and you are just screwed period.
For one fix, by playing with the primary/secondary of the weapon stats, I think you can get a troop to carry both a spear and a sword. I'm just not sure they are smart enough to use them in the right circumstances however. But to try to get them to work, I even went as far as allowing troops to swing certain spears while carrying a shield. It looks kinda dumb, but it was the only way to make them remotely effective. This way, they can still defend themselves from infantry even with longer spears. They still are weak though.
When it comes to troops with additional attacks or higher initiative, most of that is going to come from items rather than the stats. I have looked into dual wielding for M&B as I'm sure you have as well, and it just isn't really possible from the discussions I've seen on the forums. However, you can kinda give the 'feel' of a troop with two attacks by playing with the weapon speeds. For example, for my own poorly done version of a wardancer and for the "eternal guards" i made, I found making a sword and a spear exclusive to these two that had a speed rating of 150, this did a good job of giving the multiple attacks, high Initiative feel. If you go much higher than this, it starts jacking up the damage and starts becoming extremely weak. But seeing a wardancer without crazy hair and only a single weapon was depressing. For the eternal guard, it was rather satisfying results-wise.
For any single attack troops, giving slightly higher or lower speed to a weapon specifically for that "initiative" bracket did well to see who usually got the first strikes in a way that more accurately portrayed the warhammer world.
As for the horseys, I made changes which reflected more with my previous post. Pistoliers were given "Hunter" horses, due to the high maneuverability, as well as adding a bit of speed. I hocked up the courser horse to a whopping speed 48 and maneuver in the low 40's. In all honesty, it seemed to give the right feel and didn't seem out of line for a fast cav elven steed
For Movement 5 troops, they got athletics 10. Toughness 4 troops, Iron Skin/Flesh 10. Strength 4 troops, power strike 10. All "typical" stat troops, like strength/toughness 3, movement 4, etc would get few to no points in these fields. It seemed about right. Also played around with troop trees a bit but not too sure how great that turned out anyway.
Oh and here is a post I found with alot of really handy links to what look like great kits/additions:
http://forums.taleworlds.com/index.php/topic,78411.msg2032612.html#msg2032612
Unfortunately, in my complete absence of modding experience, I couldn't get a single one to work for me but if you can figure them out and incorporate them, several of them would be fantastic for this mod.
I can only hope that at least a bit of my input was useful, and if not, sorry for eating up your bandwidth :$