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

0 Members and 3 Guests are viewing this topic.

Jean Plassy

  • Sergeant at Arms
  • *
  • Proud HOBOARISTOCRAT of Great Rank
    • View Profile
  • Faction: Swadian
Re: Real Combat Module for 1257
« Reply #30 on: May 21, 2009, 11:35:22 PM »
These are "future" features  :lol:. Don't worry they'll come in no less than a week, if work doesn't get me covered meanwhile.

JethroKirby

  • Knight at Arms
  • *
  • He who defends everything defends nothing.
    • View Profile
  • Faction: Swadian
  • MP nick: Wappaw_JethroKirby
  • WB
Re: Real Combat Module for 1257
« Reply #31 on: May 22, 2009, 12:01:42 AM »
I'm glad to see you are keeping this awesome mod alive. It's one of the best in my opinion. Anyone know if Spanky released the source code? I'm sure that would help things. It would be nice to see someone add things like formations, morale, kingdom management, etc.

Glad to see you are adding more armors and fixing the troop tree. After playing other mods, I kinda feel that both areas lack a little - especially since many armors that were in the game to begin with were taken out. Good luck Jean  :wink:

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

Jean Plassy

  • Sergeant at Arms
  • *
  • Proud HOBOARISTOCRAT of Great Rank
    • View Profile
  • Faction: Swadian
Re: Real Combat Module for 1257
« Reply #32 on: May 22, 2009, 04:35:46 AM »
@JethroKirby,

Thank you ;). But remember that historical accuracy is important here, so I'll limit myself to what is plausible. Don't expect Gothic Armour in the next update  :P.

Now I only need to learn how to implement these textures...

@possum,

I have good news for you. I'm researching the Lithuanians on the web and gathering knowledge on them, so expect a complete revamp on Rhodok troops for better historical accuracy.

I am also trying to figure out how to implement Garnier's Recruitment Script for Castles and Tows, as part of the revamp... Basically, I hope to make "noble" and other high grade troops available only in Castles/Towns, akin to the HYW system. Let's see how much success I have...!

JethroKirby

  • Knight at Arms
  • *
  • He who defends everything defends nothing.
    • View Profile
  • Faction: Swadian
  • MP nick: Wappaw_JethroKirby
  • WB
Re: Real Combat Module for 1257
« Reply #33 on: May 22, 2009, 08:56:30 AM »
If you added gothic plate I would kill you :P

No seriously, the reason I like this mod is for the historical emphasis. By all means keep it up.

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

possum

  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • WB
Re: Real Combat Module for 1257
« Reply #34 on: May 22, 2009, 11:19:02 AM »
you can implant whatever you want except the morale add, i never liked it  :roll: it felt broken.

before i forget: arent the horses a bit to fast?

i have the riding skill at 4 and use a heavy cruiser, the animations look a bit ridiculous when riding with full speed and the map is so small that you dont even have enough time to set up your men on a hill (f.e) before the first horses reach you.

in my opinion you should have the time to form formations or relocate to a better position, or at least move 50m, before the cavalry reaches you, especaially if you are the attacker.

i know that the speed is closer to the reality then the native horse speed but a real battlefield is not limited by invisible walls and the armies dont start to form up when they are only 500m away from each other.

Jean Plassy

  • Sergeant at Arms
  • *
  • Proud HOBOARISTOCRAT of Great Rank
    • View Profile
  • Faction: Swadian
Re: Real Combat Module for 1257
« Reply #35 on: May 22, 2009, 05:59:37 PM »
@possum,

Well a heavy courser is less durable than butter  :lol:. Remember to use the terrain to your advantage, and a good longbow shot on the head of a light horse will immediately kill it. It's a counterbalance to their greater speed.

Jean Plassy

  • Sergeant at Arms
  • *
  • Proud HOBOARISTOCRAT of Great Rank
    • View Profile
  • Faction: Swadian
Re: Real Combat Module for 1257
« Reply #36 on: May 24, 2009, 05:42:16 AM »
0.57 fix released!

Jean Plassy

  • Sergeant at Arms
  • *
  • Proud HOBOARISTOCRAT of Great Rank
    • View Profile
  • Faction: Swadian
Re: Real Combat Module for 1257
« Reply #37 on: May 31, 2009, 11:23:04 PM »
UPDATE: Well, after a thorough reading and messing with the module system I've succesfully contacted Spanky about using the 1257 source code to add the necessary modifications, including Garnier's Recruitment Script. Armour models are now ready to be implemented (thanks to Cèsar de Quart for advice).
« Last Edit: May 31, 2009, 11:56:57 PM by Jean Plassy »

Latinikon

  • Knight
  • *
  • yo mama
    • View Profile
  • Faction: Swadian
  • MP nick: narancha
  • M&BWB
Re: Real Combat Module for 1257
« Reply #38 on: June 01, 2009, 09:14:27 AM »
Wow! RCM in 1257!
This mod is definetly growing to be legendary

Fine work done on weapon stats Jean Plassy, me like it very mucho. I hope that next step is adjusting prices for items and horses alike?

possum

  • Knight
  • *
    • View Profile
  • Faction: Neutral
  • WB
Re: Real Combat Module for 1257
« Reply #39 on: June 01, 2009, 04:03:00 PM »
great news, waiting for the next update  :mrgreen:

Jean Plassy

  • Sergeant at Arms
  • *
  • Proud HOBOARISTOCRAT of Great Rank
    • View Profile
  • Faction: Swadian
Re: Real Combat Module for 1257
« Reply #40 on: June 01, 2009, 04:29:37 PM »
Well, I ask for apologies since the schedule I promised to fulfill was torn apart by work  :P. And now I have to get back to working, but good news is that I've learnt how to mess with the module system meanwhile, but the best is that I have been able to communicate with Spanky. I'm awaiting for his word if I can access the 1257 source code, so I'll be able to implement the new feudal recruitment script (Garnier's). I'll also make armour&weapons a hell more costlier, tweak tournament earnings , balance ALL troop loadouts to get them better adapted to RCM and a bit more realism (e.g. no more swords for lower tier troops). And etc..., with some alternative features. As always, stay tuned  :wink:.

El-Diablito

  • Grandmaster Knight
  • *
  • Arbeit Macth Frei
    • View Profile
  • Faction: Bandit
Re: Real Combat Module for 1257
« Reply #41 on: June 01, 2009, 06:09:43 PM »
Is there a list of mods that use RCM anywhere?

Great work btw RCM does make this mod a lot more entertaining.

Latinikon

  • Knight
  • *
  • yo mama
    • View Profile
  • Faction: Swadian
  • MP nick: narancha
  • M&BWB
Re: Real Combat Module for 1257
« Reply #42 on: June 02, 2009, 08:16:04 AM »
Rock on mr Jean Plassy!

whoa, I cant wait for these new brand new ideas to be implemented in 1257.
Just one question: -this "feudal recrutment script", what does it do?

Jean Plassy

  • Sergeant at Arms
  • *
  • Proud HOBOARISTOCRAT of Great Rank
    • View Profile
  • Faction: Swadian
Re: Real Combat Module for 1257
« Reply #43 on: June 02, 2009, 07:14:19 PM »
It's basically Garnier's Recruitment Script. If you played the Hundred Years War mod you will know what I'm talking about.

Latinikon

  • Knight
  • *
  • yo mama
    • View Profile
  • Faction: Swadian
  • MP nick: narancha
  • M&BWB
Re: Real Combat Module for 1257
« Reply #44 on: June 02, 2009, 08:27:38 PM »
O-o, noup, I did play it for a while but not long enough it seems. Never could stand to see all those shiny oversaturated brightly coloured shields and armours, looks like a fairy tale. the concept is good (english longbows, french heavy cavalry etc etc) but the unrealism in the field of colour texturing I just couldnt get friendly with.
Well, to get back on the subject: no, I do not know about this "feud. recr. script".
Uh uh, now im eager to find out!