Byzantine Cataphracts should have bow lance and mêlée. I feel cheated; does anyone know a way to fix this?
Bob
Byzantine Cataphracts should have bow lance and mêlée. I feel cheated; does anyone know a way to fix this?
Bob
CA was so nervous that the poor chap who did the animations forgot the bow.![]()
Are Kataphraktoi supposed to have bows?
A ha ha! Rainbows and unicorns! Rainbows and unicorns!
Kataphraktoi were trained with both lance, mace and bow. In M2Tw thet use just lance and mace. However their lack of a bow is made up for by the Byzantines rather good HA units like Vardiotai(very good in melee as well) and Byzantine Cav.
Oh, and units can onyl have 1 primary and 1 secondary weapon in game, so you can't add a third weapon in.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
That's kind of stupid, it would be awsome to see Kataphraktoi with bows.![]()
A ha ha! Rainbows and unicorns! Rainbows and unicorns!
had em in bi. dont know what happened after that.
Vardariotai pretty much work as Kats on steroids anyway. I can't make heads or tails of the Byz cavalry roster - why bother training anything after Vards?
I suspect, CA has forgotten/overlooked some building restrictions for many elite troops. It was similar in MTWI though: in the vanilla version high and late period units became available right away (regardless of game year) as soon as one built the building of the appropriate level. In a subsequent patch, they restricted high and late units to their respective periods though.Originally Posted by Midnight
As to Vardariotai: their easy availability relative to much weaker units does not make much sense right now. One can build them pretty much from one the lowest level castles. Due to their availability, there is no point in training byzantine cavalry and scythicons. Also, neither byzantine cav. nor scythicons have good stamina whereas Vardariotai do, adding to the obsoleteness of the former right at the start of the campaign.
It is similar for the Turks who have access to Turcopoles and Turkish Horse Archers pretty much at the same time. Turcopoles outclass Turkish Horse Archers by far, making the latter obsolete at the very start of the campaign. I am not sure about Azabs either... a weak unit, available from a high level barracks, with the previous level javeline armed unit having better combat stats... Seems like a bug to me.
IMHO, it would make sense to allow Turkish Horse Archers being available from the most basic castle structure, whereas Turkopoles would require some combination of higher castle + stables. Vardariotai could be restricted in a similar manner. This would make the basic units more valuable.
Last edited by Slaists; 03-09-2007 at 16:35.
An answer to the above poster, Vardariotai does become available at the very beginning, but it is the main strength of Byzantine early army, who require the overpowered Vardariotai to expand and match the HA army of Hungary and the Turks, also to make up the fact that they do not receive any advance gun powder unit and artilery.
You also mentioned that there are no reasons to recruit any other low tier HA other then the Vardariotai since they are overwhelmingly outclass by the Vard. But the problem is, Vardariotai only become available by upgrading your main castle building(2 for castle and 3 for fortress+ if i remember correctly, which isnt a lot), you cannot increase its maximum slot number from stables. When i play the Byzantines during early game period, my Vardariotai slot in the castle is always empty due to the constant retraining and new recruitment. I always find myself in need of more HA on the front line, but there are never enough Vardariotai for me to recruit. So I have to get some Byzantine Calvary due to their large recruitment pool, not to mention the fact i dont care about charging them into suicidal situations since they are dirt cheap and easily replacable, which isnt something i can say about the Vardariotai(too expansive![]()
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About the Cataphract, ya they should get bows and become a unit like the Russian dvor. The cataphract is terrible compare to other high tier heavy cavalry at its present state, and is completely outclassed by the elite ones such as Lancer or Gothic knight. The only advantage they have is the AP mace, which is only useful for taking out other cavalry units. I would rather use a higher charge bonus cavalry such as the Latinkohs cause the main point of using cavalry is to charge down the infantry, not to fight in melee!
In short, BUFF THE CATAPHRACT![]()
!!
all those different units were for those multiplayers with the notions of uber all cav armies![]()
Actually you can have 3. Treb's have their Cows their for example.Oh, and units can onyl have 1 primary and 1 secondary weapon in game, so you can't add a third weapon in.
That's a special ability and projectile type, not weapon.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
I think the OP is overlooking somehting important. The lance/bow cataphracts is impossible to replecate in M2TW. Why? Well because they used wedges with lancers on the outisde and alternating archer lancer inside the wedge. Now all these guys had a mace as a side arm. But one guy has a bow (no lance) and the next a lance (no bow). They would have left them back at camp. No reason to over burden your mount is their.
If you havin' skyrim problems I feel bad for you son.. I dodged 99 arrows but my knee took one.
VENI, VIDI, NATES CALCE CONCIDI
I came, I saw, I kicked ass
Trus me, it's an extra weapon, check the EDU entry.That's a special ability and projectile type, not weapon.
Code:type NE Trebuchet dictionary NE_Trebuchet ; Trebuchet category siege class missile voice_type Heavy banner faction main_missile banner holy crusade soldier NE_Trebuchet_Crew, 16, 2, 1 engine trebuchet attributes sea_faring, hardy, can_withdraw, artillery formation 1.5, 1.5, 3, 3, 3, square stat_health 1, 0 stat_pri 6, 3, no, 0, 0, melee, artillery_mechanical, piercing, knife, 25, 1.8 ;stat_pri_ex 0, 0, 0 stat_pri_attr no stat_sec 55, 3, trebuchet, 285, 30, siege_missile, artillery_mechanical, blunt, none, 25, 1 ;stat_sec_ex 0, 0, 0 stat_sec_attr ap, bp, area, launching stat_ter 12, 3, cow_carcass, 215, 3, siege_missile, artillery_mechanical, blunt, none, 25, 1 ;stat_ter_ex 0, 0, 0 stat_ter_attr ap, bp, launching, stat_pri_armour 4, 4, 0, leather ;stat_armour_ex 4, 0, 0, 0, 4, 0, 0, leather stat_sec_armour 0, 0, flesh stat_heat 1 stat_ground 0, 0, 0, 0 stat_mental 9, disciplined, highly_trained stat_charge_dist 30 stat_fire_delay 0 stat_food 60, 300 stat_cost 1, 430, 250, 90, 70, 430, 4, 100 armour_ug_levels 1 armour_ug_models NE_Trebuchet_Crew ownership england, scotland, hre, france, denmark, portugal, spain, venice, milan, sicily, papal_states era 1 northern_european, southern_european ;unit_info 6, 0, 8
Last edited by Carl; 03-09-2007 at 19:54.
Yes it appears as such, but in terms of unit models and skeletons a unit can only have 2 weapons - primary and secondary. Siege Engines can have a third attack, but its not a third weapon.Trus me, it's an extra weapon, check the EDU entry.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Are you SURE it's seige engines only, I'm pretty sure the notations at the top of the EDU file list it as a third weapons entry.
You can't have unit models with a third skeleton as far as im aware, so you can't have a third weapon.Are you SURE it's seige engines only, I'm pretty sure the notations at the top of the EDU file list it as a third weapons entry.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Dosen't mean a thing to me but i'll take your word on it as you clearly know what your talking about even if i don't.
Would it really matter if it were a special ability or a weapon as long as it created the correct effect?
Bob
We can't edit/make new special abilities, and we can't give the models 3 weapons/skeletons, so modders can't make it possible. Unless once we can edit meshes we make a duplicate kataphraktoi unit armed with bow and mace.
Creator of:
Lands to Conquer Gold for Medieval II: Kingdoms
Mongol heavy cavalry should also have a bow, would people like to see that? The Byzantines already have an over powered HA unit that is totally ahistorical
..........Orda
Mongol heavy cavalry should also have a bow, would people like to see that? The Byzantines already have an over powered HA unit that is totally ahistoricalAnd Orda's fight for justices continues
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But of course, you are right. Heavy cavalry carried almost always bows when growing up in a missile heavy enviroment. A powerful bow is a strong armour in it's own right, making think other HA twice to close in and shoot. Given that surprisingly few arrows hit in a chaotic, running HA battle and that decent armor is capable of stopping a great deal of shots from medium distances, and reduces the effect of all it is no surprise that every Horsearcher wore armor and usually tried to get better one...
Tactical and strategical mobility and logistics are an other topic
Cicero, Pro Milone"Silent enim leges inter arma - For among arms, the laws fall mute"
bad medicine. we need kataphracts with bows to act as armored missile units to counter more agile light horse archers. this will give realistic accuracy to game 8|
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