Author Topic: Real Combat Module for 1257  (Read 11560 times)

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Jean Plassy

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Re: Real Combat Module for 1257
« Reply #15 on: May 19, 2009, 07:24:57 PM »
the difference between the armors a huge, i have a lamellar armor and the most arrows do 0 to 1 damage, i usually stay in the middle of the battlefield and kill everyone who dares to come closer.

the good thing is that if an enemy has an open helmet a headshot will be devatstating, this way you have to look what kind of armor your opponent has and then you have to aim for the weakest point.


some feedback again:

some spears have the ability to thrust and slash, shouldnt the thrust damage be a set to pierce damage? it is currently set to cut.

I remembered having taken out the slash from the spears  :|. I think we have enough discrepancies for a new fix... Expect it soon enough.

And if you look well it isn't only spears that have this: piercing damage was revamped and is now present only in weapons with exceptional armour piercing capabilities, like axes. Swords, spears, bows and the like should all have cutting damage, per Ron Losey's own work and instructions.

Quote
filefront download is broken, can someone upload elsewhere?

I've also tested it without problem. Try downloading again; if you still are unable to I'll see if I can upload it somewhere else.

possum

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Re: Real Combat Module for 1257
« Reply #16 on: May 19, 2009, 10:56:06 PM »
more feedback:

checked only the strong versions,

strong nomad bow
req. skill: 4
damage: 13

strong war bow
req. skill: 6
damage: 13

strong khergit bow
req. skill: 5
damage: 8


the nomad bow should be a bit weaker, the small stats accuracy and speed penalty is nearly non noticeable on the battlefield. it is even stronger then the strongbow.

Jean Plassy

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Re: Real Combat Module for 1257
« Reply #17 on: May 20, 2009, 01:07:35 AM »
I've checked the originals, and this is apparently WAD  :?.

I'll ask Ron Losey over at MBX for a possible explanation. The topic over there contains some interesting debate anyway, and I recommend you to check it.


Jean Plassy

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Re: Real Combat Module for 1257
« Reply #18 on: May 20, 2009, 03:44:53 AM »
Fix uploaded (version 0.55)!

JethroKirby

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Re: Real Combat Module for 1257
« Reply #19 on: May 20, 2009, 04:41:27 AM »
Hey Jean, just wanted to pipe in and say that I'm loving it so far, but I wanted to point out a bug that no one has mentioned. It seems that some shields do not show up on your character, he performs the animations as normal but the shields are invisible.  I've noticed this on the old heater, old round, and some board shields. 

I do know for a fact it is this mod because I reverted back to the original 1257 item_kinds and they show up fine. After realizing this, I decided to open up both files in the item editor to find the reason  and I can't see why they won't show up.

All religions must be tolerated... for every man must get to heaven in his own way.
- Frederick II

Jean Plassy

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Re: Real Combat Module for 1257
« Reply #20 on: May 20, 2009, 05:05:34 AM »
IMPORTANT WARNING: It looks like I uploaded the wrong file  :oops:! If you have downloaded the 0.55 fix before this message was posted, do it again. This time the corrected values will show up.

The good news is the last hour addition of the "Robe over Mail" as merchandise. I've not tried it, but thought it would be cool to have. Feel free to try it yourself and report if there are any bugs.

@JethroKirby,

I'll check it out. Probably something to do with the item_editor and the source graphic files... Now you have intrigued me  :|.

« Last Edit: May 20, 2009, 05:18:10 AM by Jean Plassy »

Jean Plassy

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Re: Real Combat Module for 1257
« Reply #21 on: May 20, 2009, 05:33:25 AM »
Jethro,

Checked it out with item_editor, then bought and tested these same shields with my character... And there was nothing wrong.

Try downloading and installing the latest fix. If that doesn't solve your issue, then I'm afraid we have just ran into a very mysterious bug  :?. Check out your graphic settings, it must be that. If even that doesn't make it then I'll try searching on the Forge and the Bug forums for an explanation. Hopefully that'll be quickly solved.

JethroKirby

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Re: Real Combat Module for 1257
« Reply #22 on: May 20, 2009, 05:49:47 AM »
@Jean

That is quite odd :(

All my graphics settings are set to max with DX9. This is the first time I've ever seen this bug and I must say it is quite odd. The upside is that it only affects shields that don't get used on troops and npcs so it shouldn't be that big of a deal.  I just can't use those shields :(

I still don't understand why the original .txt file works.  All yours does is change a few values.

All religions must be tolerated... for every man must get to heaven in his own way.
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Jean Plassy

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Re: Real Combat Module for 1257
« Reply #23 on: May 20, 2009, 05:53:43 AM »
Yep  :|.

Well if you like both the shields and RCM, then you can alternate the files  :wink:.

I had a similar bug when I installed a Formations Mod into 1257... I realized I was riding on invisible horses. I don't know if it is somehow related to it, but I had to reinstall 1257 from scratch after it. Maybe that's your - still mysterious - problem.

JethroKirby

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Re: Real Combat Module for 1257
« Reply #24 on: May 20, 2009, 06:09:10 AM »
Hmm... guess I can try that. I'll need to make backups of some of the files I tweaked, but hopefully it should work. 

P.S. You got a formation mod working? Mind if I ask which and how :D?

All religions must be tolerated... for every man must get to heaven in his own way.
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Jean Plassy

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Re: Real Combat Module for 1257
« Reply #25 on: May 20, 2009, 06:11:20 AM »
Nope, but I could still try and port it to 1257 though. At that time I just installed the Native Formations Mod in my 1257 folder, thinking it would be harmless  :|.

JethroKirby

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Re: Real Combat Module for 1257
« Reply #26 on: May 20, 2009, 06:32:34 AM »
Alright. I reinstalled M&B, installed 1257, then installed RCM. Created new character and chose Noble-Page-Squire options. The Battered Old Round Shield that you start with does not show up. Guess I'll try some graphics tweaks.

All religions must be tolerated... for every man must get to heaven in his own way.
- Frederick II

JethroKirby

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Re: Real Combat Module for 1257
« Reply #27 on: May 20, 2009, 08:30:40 AM »
After fooling around with it, I realize that it isn't a big deal. Reinstalling fixed my problem, but I didn't realize it. The shields in question will not show up on your person until you equip it in battle, they just won't show up on your back. I also discovered that it is just the battered versions that are affected by the bug, though I'm not sure why.

I'll stop hijacking your thread now :P

Can't wait to see what you pull outta your hat next to go along with this awesome mod.

All religions must be tolerated... for every man must get to heaven in his own way.
- Frederick II

Jean Plassy

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Re: Real Combat Module for 1257
« Reply #28 on: May 21, 2009, 07:36:36 PM »
0.56 Fix released!

After this, I'm practically done with the implementation stage and with the initial bug fixing. I'll now focus on troop stat fixes and armour and weapon costs; any suggestions welcome.

Expect these new features:

- Lancer Knights (Knights with a special AI lance for couching).
- More armour.
- More troops, including a fix for the Rhodok troop tree. 

possum

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Re: Real Combat Module for 1257
« Reply #29 on: May 21, 2009, 08:51:33 PM »
downloading  :mrgreen:


more troops = me happy
rhodok fix = me very happy


testing now

EDIT:::::.....

i thought you already changed the troop trees ... hope you will find the time to do it fast  :wink:

keep up the great work.
« Last Edit: May 21, 2009, 09:30:48 PM by possum »