i wasnt insulting or flaming adherbal, i was just pointing something out
i wasnt insulting or flaming adherbal, i was just pointing something out
if your gonna kick the tiger in the ***.you had better be prepared to deal with its teeth* Tom clancy
Myrddraal meant post #57 (and, presumably, posts that lead to it). We've seen enough of that.
Last edited by The_Mark; 08-05-2005 at 00:15.
humvee, check your PMs please.
https://forums.totalwar.org/vb/private.php?
Back to topic, I´d suggest.
Adherbal, when I played some custom battles I saw the Feudal Knights (for that matter, any mounted unit that has one) don´t use their secondary weapons and wondered why. Searching the export_descr_unit revealt a possible solution. Was it accident or purpose that secondary weapons of mounted units have an attack value of zero, dito that none of your units have a charge bonus?
I believe it's on purpose, based on the WYSIG principle, and research has shown that the charge bonus is quite redundant, so they have taken it out completely. Am I right, Adherbal?Adherbal, when I played some custom battles I saw the Feudal Knights (for that matter, any mounted unit that has one) don´t use their secondary weapons and wondered why. Searching the export_descr_unit revealt a possible solution. Was it accident or purpose that secondary weapons of mounted units have an attack value of zero, dito that none of your units have a charge bonus?
the download link is err............................................
you are right. In next beta they will have charge values again, but the effect is still unclear. Units like knights who need a good charge have a higher lethality, to compensate the broken charge bonus.I believe it's on purpose, based on the WYSIG principle, and research has shown that the charge bonus is quite redundant, so they have taken it out completely. Am I right, Adherbal?
As for secondary weapons, the AI never (or rarely ?) switches to secondary weapons, which is why I left them out. Even tho it looks cooler to see your knights fight with swords in close combat, we all know the AI is already weak enough as it is...
Also, there is no added gameplay element in secondary weapons for cavalry. Because there is no reason NOT to use them - they will use their primary weapon when charging anyway. Which means you would always be alt+clicking, and players who are not aware of this would get a disadvantage (in MP).
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
Can i touch some of the features without making the others suffer. I want this mod, but i don't like some features of it. So i ask this, but also if you will like to take the job of saying how to eliminate some features then even better. What i don't like (of course very personally):
-The reduced game pace, the killing rate (you really don't say how you do this only that is not by rising the armor values, i must know how otherwise i cannot do anything), the effectiveness of the cavalry when charging (i like them like killing machines and making all fly throught the air). Well that's all really.
But i want to ask something: The building system and agents system is going to be the same as MTW? I didn't like the agents system of it, but the buildings were fair. And suggest something: i don't know about everybody else but i don't like that the towers don't fire and the castles being smaller, but if you do it, well i guess i can just fix it when i download it but...).
Born On The Flames
What´s wrong with the charge bonus, I thought it would be added to the normal attack value when charging? Or is it now the only attack value used when charging?
By the way, you still have assigned secondary weapons to the mounted units, not only in export_units but also in descr_models_battle, so they do have the skeletons for them.
As an old MTW:er I loved this even as the beta custom game...great work and I am sure the finished product will be SO MUCH BETTER than anything else out there in both playability, feel and quality it already smacks of thorough research and good thinking.
Shame more folks do not play this as MP yet....
I did notice in play though that one or two units were surprisingly powerful and wondered why this was as they struck me as strangely powerful...such as slavic warband (whom I think should really be given a horde formation) their javelins wiped out a charge of my foot knights and this was without any armour bonuses etc. I can understand the morale of small weaker units such as the slavs and peasants being tweaked so that they don't run away all the time but they really seem to be strong units even compared to what historically were considered elite units such as feudal knights etc.
I loved the look of the AngloSaxons in the Hastings map, why don't the early English get some AS units like huscarles? The Danes get vikings....
Keep going guys....great stuff
Hmmm... I never noticed those ones being overpowered. We could take a look at that for the next beta. So far, Aemen have been banned from MP, being much too strong, and Varangian Guard, Swabian Swordsmen and Viking axemen are restricted to two per army. We'll be fixing all of those for the next beta.
Well AFAIK, all the English had at Hastings were Huscarles and Fyrdmen, nothing else. And for custom battles, the game is set after 1072 and the English were Norman by that stage. They just had the standard European unit selection.why don't the early English get some AS units like huscarles? The Danes get vikings....
i apolagize to ceaser for insulting him in some of myposts.i hope he accepts this apology
if your gonna kick the tiger in the ***.you had better be prepared to deal with its teeth* Tom clancy
adherbal how goes themod?
oh and have u taken up on my idea of having your mod work a little bit with rtr(rometotalrealism)
if your gonna kick the tiger in the ***.you had better be prepared to deal with its teeth* Tom clancy
it's going fine, we'll soon have a fairy completed campaignmap for internal testing. As for working with the RTR team, there is no aspect were we need any help, so I don't see the point.
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
oh well i just thought id mention itsseeing as earlier in this forum i remember someone talking about u guys perhaps implementing the aoror zor systems that the rome total realism team has come up with(changing it to suit yur mods needs of course).In case u didnt know, what im talking about is in rome total realismthere are areas where added to your standard units you can build there are area specific units for that particular area.such as in rome there is italian swords man italian spearmean exc.exc.this allis based of a larger part of the game in which you have too change citys using auxilarys in order to slowly bring them into yuor cultures faction son that you can recruit troops at the newly captured settlement.This could be a VERY interesting implement into the chivalry total war game.imagine invading france and being able to "britainize"them to some extent so that u could recruit french knights or somehting like that.that would make chivalry total war turn from a good game to a great game.there is alot of possibilitys for such a addon to the game.i geuss what im saying is that such a idea could be made alot easier if you asked for help from rtr on how they did it.
just a suggestion,cheers![]()
if your gonna kick the tiger in the ***.you had better be prepared to deal with its teeth* Tom clancy
if I'm not mistaking that system of "converting a city to your culture" only works for the Roman factions in RTR, so it's of no use to us.
we will have regional units just like MTW did tho, that's nothing new
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
Adherbal,
How many are on your team?! And who is on your team?!
Ja mata, TosaInu. You will forever be remembered.
Proud![]()
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Swords Made of Letters - 1938. The war is looming in France - and Alexandre Reythier does not have much time left to protect his country. A novel set before the war.
A Painted Shield of Honour - 1313. Templar Knights in France are in grave danger. Can they be saved?
officially:
modellers:
Andriyko, Dirty Peasant & me
campaignmap:
Militiaman & Dusteuh
historical battles:
Kor Khan
all the rest:
me :P
We have a lot of help from a number of other people tho, but that's limited to research & advice.
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
actually the(absorb a city into your culture works for all factions and i was just suggesting it.:(
anyway keep up the good work and i cant wait for the release,in mid augaust isnt it?.either way i have to say that i am taking up chivalry total war as my second wife while rome total realism remainsas my other.imagine the kids!!! lol
if your gonna kick the tiger in the ***.you had better be prepared to deal with its teeth* Tom clancy
I appreciate that there are some strong units, and units which are particularly good at specific things but I suppose that is the point. How strong is another matter, you seem aware of these issues so I won't moan...
The AngloSaxons is really my area in history this so I will be careful that I don't ramble on too much...But I think the English are such an important faction in the game and we have a lot of Englishmen like myself that love to play them.Originally Posted by Kor Khan
To say that the Huscarls and Fyrdmen were the only units in Godwinsson's army is a misunderstanding, the name huscarl and fyrdman probably doesn't represent a clear cut unit type but a reference to a warrior's social origin or role on the battlefield. The fact is that spearmen, axemen, swordmen, some cavalry and certainly archers were used extensively by Godwinsson's army. The saga of Haraldr Hårdråde relates how the English arrows were what defeated the last stand of Haraldr and his guards or huscarls. The whole elite core of the army was certainly mounted, at least in transport, because Godwinsson managed to defeat the Norse at Stamford Bridge and then get to Senlac Hill within four days. The athelings and fyrd definately did not all use horses for transport AND battle but they certainly had them along at Senlac Hill and were ready to be used as cavalry if necessary. Although they were probably tired-out from the journey.
No doubt Godwinsson used local levies too, men that were not elite nor involved in the battle with the Norse but the fact that Godwinsson set up camp on a hill was clearly to use his archers from behind the shield wall.
Until long after 1066 the English (non-Norman) lower classes were not at all infiltrated by their Norman overlords culturally (a fact preserved in the modern English language) and in fact the English middle-class military must have been very strong since the AngloSaxon Athelings, (aristocrats and proffessional warriors) had lost their lands to the new Norman and French overlords, making them a kind of Ronin and a new middle-class they would not have just disappeared or begun farming or something....several AngloSaxon heroes come from this period such as Hereward the Wake son of Earl Leofric and Lady Godiva proving that the AngloSaxon warriors were both a threat and a useful part of the Norman-English war machine.
So pleasepleaseplease have some kind of AngloSaxon unit for the Early English...otherwise the English identity is not reflected in the game.
Last edited by Hross af Guttenburg; 08-14-2005 at 22:26.
the english will start with a couple of saxon units, but probably not capable of training them.
Member of The Lordz Games Studio:
A new game development studio focusing on historical RTS games of the sword & musket era
http://www.thelordzgamesstudio.com
Member of The Lordz Modding Collective:
Creators of Napoleonic Total War I & II
http://www.thelordz.co.uk
Originally Posted by humvee2800
It's OK
"The essence of philosophy is to ask the eternal question that has no answer" (Aristotel) . "Yes !!!" (me) .
"Its time we stop worrying, and get angry you know? But not angry and pick up a gun, but angry and open our minds." (Tupac Amaru Shakur)
yo adherbal i dont wanna nag but is the team still go for the mid augaust release(if so do u got any date).i dont meen to bug but if it is possible i wanna know.![]()
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if your gonna kick the tiger in the ***.you had better be prepared to deal with its teeth* Tom clancy
It's now late August, due to a few setbacks such as Adherbal's computer going on strike for two weeks, but it won't be any later than then, that's a promise. So look at the 31st August as the current release date, it might just come out before then.
boooooooohoooooooo ,that gives me only a few days toplay it before school strts.oh well.cheers![]()
if your gonna kick the tiger in the ***.you had better be prepared to deal with its teeth* Tom clancy
in the next releasewill therye be a campaign map included.if so what eras will be included
if your gonna kick the tiger in the ***.you had better be prepared to deal with its teeth* Tom clancy
Yes, there will be a campaign map, all of the early era will be in there, in fact. You'll just have to wait for later releases to get the high and late eras, but it shouldn't take all that long (all we really need for those is new units and castle designs).
:(....
I'll be away when this mod is released. Damn you holidays, damn you Tenerife!!!
The mod looks great so far, infact, so good it's tempting me to reinstall RTW.
"Let me get this straight. The man with the gun says stay in your seats and you take that to mean... jump around the room like demented grasshoppers?"
~Yonemi Kamon, Chapter 3 Volume 1 Battle Royale
when does the early era end?.also when does the campaign end.after the upcoming beta when will a nfull edition be expected(i understand this is hard to know,perhaps just a geuss if u will)
if your gonna kick the tiger in the ***.you had better be prepared to deal with its teeth* Tom clancy
Are there already plans of how to manage the transition of the eras? Will there be something like the Marius Reform or will the eras be completely disjoined?
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