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I have lowered the unit radius to the same level as Killing Blow, which will stop that behavior. It was coming from them kinda running into eachothers extra "personal space."
Should be fixed now. Units overall will walk through each other a bit better.
Like, units will at times micro adjust their position even without having been given a move order, with models sort of moving in place, almost in slow motion, which looks a little bizarre and which I'm pretty sure can fuck with ranged units, sometimes delaying firing action.
The original run speed of the mod made retreating impossible.
The idea is that your units march and double-time slowly (to conserve energy and to keep formation on uneven ground) but when charging break into a burst of sprint. Increasing the range gives charging a more "get there now" feature.
But that might ruin the balance vs archers, so I gotta playtest now. :)
As for the ability, probably not going to do it both to keep the mod simple (though I dont think creating new abilities creates incompatibility) and because of the concerns voiced below that AI wont really use it well and I try to make my mods challenging for the player, not just giving them a boost.
Some things I will explain away myself with headcannon. It's the Bronze Age! Thats why the Phalanx of classical Greece and the Testudo of Rome were remarkable innovations. I also really like how units dont get back into formation in this game, they just stand around, it shows a bit less organization and doctrine than the Classical period.