Results 1 to 18 of 18

Thread: An easy way to make hoplites' phalanx realistic.

Hybrid View

Previous Post Previous Post   Next Post Next Post
  1. #1

    Default Re: An easy way to make hoplites' phalanx realistic.

    Hi, I've done this mod, but when I play a battle, the hoplites don't actually thrust their spears. They hold them overarm, like they are supposed to, but it's a bit stupid if they don't actually fight with them. Is there some way to fix this? Thanks!

  2. #2
    The Dark Knight Member wlesmana's Avatar
    Join Date
    Jan 2005
    Location
    Indonesia
    Posts
    602

    Default Re: An easy way to make hoplites' phalanx realistic.

    Yea but not that easy, basically you'll need to create a new animation for their attack, which is not that easy unlss you're familiar with 3dsmax and animation. You could use the javelinman's attack (thrown javelin) animation but it looks sorta odd.

    The easiest way is, of course, to download SignifierOne's animation pack, which includes the overhand hoplite animation set. Look for it at TWC.

  3. #3

    Default Re: An easy way to make hoplites' phalanx realistic.

    Thanks, I'll check that out.

  4. #4
    The Scourge of Rome Member Spartan198's Avatar
    Join Date
    Aug 2007
    Location
    THIS... IS... CALIFORNIA!!! *boot*
    Posts
    1,319

    Default Re: An easy way to make hoplites' phalanx realistic.

    Quote Originally Posted by Alexius_1984
    Hi, I've done this mod, but when I play a battle, the hoplites don't actually thrust their spears. They hold them overarm, like they are supposed to, but it's a bit stupid if they don't actually fight with them. Is there some way to fix this? Thanks!
    I just now tested this mod and my hoplites thrust their spears. I only tested it on one hoplite unit,but should that matter?
    My Greek Cavalry submod for RS 1.6a: http://www.twcenter.net/forums/showthread.php?t=368881

    For Calvin and TosaInu, in a better place together, modding TW without the hassle of hardcoded limits. We miss you.

  5. #5
    Been there, conquered that.... Member Darkvicer98's Avatar
    Join Date
    Apr 2008
    Location
    UK
    Posts
    238

    Default Re: An easy way to make hoplites' phalanx realistic.

    A question. The Armoured Hoplites and Spartans Hoplites have fs_slow_spearman under their skeleton.

    Does it work if you change it to fs_slow_javelinman? If i take out the slow bit the Armoured and Spartan Hoplites go too fast and unrealistic.


    Cry HAVOC and let slip the dogs of War!

    A brave man may fall,but he cannot yield-Latin Proverb

    Arms keep peace-Latin Proverb

  6. #6
    The Dark Knight Member wlesmana's Avatar
    Join Date
    Jan 2005
    Location
    Indonesia
    Posts
    602

    Default Re: An easy way to make hoplites' phalanx realistic.

    The "fast" and "slow" part only affects running though, and nothing else.

  7. #7

    Default Re: An easy way to make hoplites' phalanx realistic.

    When I use the short_pike attribute the units just walk lazily into eachother and pull their swords immediately. This is even in phalanx mode and they don't even attempt to use their short spears. Has anyone else tried the short_pike attribute and seen this too? Or is there something else that might be changed that is causing this...? If I had my other computer I would post a screen.

  8. #8
    The Dark Knight Member wlesmana's Avatar
    Join Date
    Jan 2005
    Location
    Indonesia
    Posts
    602

    Default Re: An easy way to make hoplites' phalanx realistic.

    If the stats for their second weapon (the sword) is higher than the pikes, then they'd use them instead for close combat. If you want them to never use the sword, just remove the secondary weapon stats by making them 0s like other units with one weapon. short_pike doesn't behave like phalanx. Basically they behave more like regular spearmen except with the option to raise or lower the short pikes.

  9. #9
    Sharp/Charismatic/Languorous Member Novellus's Avatar
    Join Date
    Nov 2008
    Posts
    152

    Default Re: An easy way to make hoplites' phalanx realistic.

    I almost had this working:

    I had a unit of Militia Hoplites and their code looked like this:


    Spoiler Alert, click show to read: 
    type greek hoplite militia
    dictionary greek_hoplite_militia ; Militia Hoplites
    category infantry
    class spearmen
    voice_type Light_1
    soldier greek_hoplite_militia, 40, 0, 1
    attributes sea_faring, hide_forest, can_sap
    formation 1, 1, 2, 2, 5, square, phalanx
    stat_health 1, 0
    stat_pri 5, 2, no, 0, 0, melee, simple, piercing, spear, 25 ,1
    stat_pri_attr spear, spear_bonus_8, short_pike
    stat_sec 3, 1, no, 0, 0, melee, simple, piercing, sword, 25 ,1
    stat_sec_attr no
    stat_pri_armour 0, 3, 5, flesh
    stat_sec_armour 0, 0, flesh
    stat_heat 2
    stat_ground 2, 0, 0, 0
    stat_mental 4, normal, highly_trained
    stat_charge_dist 30
    stat_fire_delay 0
    stat_food 60, 300
    stat_cost 1, 230, 100, 30, 40, 230
    ownership greek, slave


    But all of their spears are backwards due to the overhand animation I borrowed from some peltasts. And I heard that there's no way to fix the spears without changing the model UNLESS I hear otherwise.
    My Balloon! -Strategos Alexandros- "What to do with the Epeirotes?"

    Why did the Romans fall?

    Spoiler Alert, click show to read: 
    Because everyone got sick of the Lorica Segmentata!

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO