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Author Topic: [Warband Mod]Revamped Combat/Realism Mod  (Read 28136 times)

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Servitor

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Re: [Warband Mod]Revamped Combat
« Reply #15 on: April 24, 2010, 10:34:37 AM »
There is an animation sequence's duration for each of actor animation. Like

["release_overswing_twohanded", acf_overswing, amf_priority_attack|amf_use_weapon_speed|amf_play|amf_continue_to_next,
   [0.61, "attacks_twohanded_overswing", 26, 55, blend_in_release],]

Those blue is the animation duration. for overswing there's the ready animation (where you bring your 2h weapon up), release (where you swing it from up to down), and continue (where you bring you weapon back to it's default position).
  Yes, I knew about this. I don't see why I asked what I did... I kinda thought you needed a ... global animation time in order to edit things... >_> .. ? Uh. I guess... It's my other game that's messing its code around in my head. (Several other games) Thanks though, for reminding myself and me of this. ..

Have mercy, I didn't sleep tonight.
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Conners

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Re: [Warband Mod]Revamped Combat
« Reply #16 on: April 24, 2010, 11:20:01 AM »
eh... I don't know about re-coding :P

I've actually discussed things with Ron before on the other forum (whatever it is) and I must admit that concerning some matters, he is not an expert. For the most part, yes, he generally knows what he's talking about and is generally quite a nice guy to talk to. On the other hand, he seems to be more knowledgeable about Asian Swordsmanship rather than European. Although the fundamentals are generally all the same, there are some significant differences that he doesn't seem to appreciate (and you can only appreciate if you study the art as the Medieval/Renaissance Masters taught with the realization of what context in which the art was employed). That is why I'm somewhat skeptical about certain things he says/advocates.

For example, he seems fundamentally apposed to the idea of halfswording with a longsword (or other "sharp" swords). He seems so familiar with the heavily over-sharpened Katana that he thinks all swords were light-sabers and could never be held with a hand.
The European sword, however, was designed to last a life-time or more. It was sharpened to an "apple-seed" edge that would preserve the edge for much longer (in other words, the edge was convex rather than concave like a knife). This means that when the edge was intentionally drawn across or forcefully applied to a target, then it would inflict injuries. However, as long as the blade is not sliding across something, it is not cutting. There is more that I could say to further support my point, but that is enough for now.

That being said, he is definitely more knowledgeable than most people I've confronted here on these forums, and he seems to be a sensible person in general. I would be glad for any help he could give. That bleeding script sounds interesting too.
Maybe too much to ask. Hopefully adding code to improve things is possible.

Would I recognize your username on there? I would wonder whether Ron doesn't know as much about European swords, though I believe he knows enough for accurate depictions (not super accurate, as someone who knows European swords might be able to get). If it's that Ron's more understanding of Asian weapons, and you of European, I mostly see this as all the more reason for two experts to put heads together (in a non-aggressive fashion) and create a superior product than either could give.
Is it all right if I ask about the particular issues you are sceptical of, out of curiosity? I'm guessing it'll be over my head, though.

He does seem opposed to the idea, I agree--though I don't know enough of the matter to say either way for it's effectiveness. I would guess that while it'd be completely useless for stabbing through an armour's thickness of steel plate, it'd likely be an improvement for stabbing through mail. I do think you exaggerate somewhat with Ron's understanding of European blades, however.
That does sound like amazing longevity, though I don't know how long the Katana's lifespan would be (I assume both would need caring one a while to avoid rust). I always wondered how half-swording was possible, without cutting the hands badly, and assumed you needed metal gauntlets--it's very amazing to hear that you can hold it without cutting yourself (much)... though perhaps MORE amazing that you can swing or stab a sword with a grip on that thin metal bar, and not slide your hands. I'm very interested on the fundamentals of half-swording, and other fighting, both for general perspective and for use in games/stories, if it doesn't take up too much of your time.

I mentioned this thread in a post. When he notices it, he may become interested in helping. I'm not sure yet.

In the crowded chaos of close-quarters combat, you generally don't want big sweeping cuts. These kinds of cuts have the tendency to catch on environmental obstacles, hack into your brother-in-arms, and etc. Hanko Dobringer in his 1389 fechtbuch, tells us to always take the shortest route to the opponent and do not do wide ungainly strikes as the "play masters" do. There may be an application of a wide "street-cleaner" strike, but it's not very often.
The animations I aim to put in will still have range and power, but the stroke will be diagonal and focused to the front.
Whether we make the huge weapons slower or not depends on how animations affect balance. Right now, the huge 2-handed axes seem faster than they are because people utilize the "lolspin" technique. The animations will aim to make that much less of a problem.
Also, I will be removing the ability to wield the long-axe family of weapons as pure 2-handed weapons. They will be polearm only.
Oh yes of course, I'd never recommend doing that--just meant that a wide swing is occasionally useful (rarely). Might be forced to do it, against heavy armour, where you need all the force and leverage you can muster... would be interesting to have swords inflict Blunt Damage against heavy armour, with a possibility of knock-down should enough force be delivered.
Note deeply that with the directional-blocking system, having it too hard to tell the difference between attacks could get tedious. VERY tedious. Just a warning as something to consider, though a realistic-extent of being hard to tell one swing from another wouldn't be so bad (just that when you have a 25% chance of picking the right direction, that I'd get annoyed).
Ron has commented that big weapons move as though in slow motion. You seem to have done some training with swords, so I'm not sure if you did any tests with big weapons. Problem isn't going fast, I expect. Rather, keeping your weapon in your hands, and keeping your body upright above the ground, after a fast swing.
It does appeal as more of a polearm then a twohanded weapon. What are the exact differences game-wise, though?

I plan on having the player hold the polearms further down the haft so that they gain more range. Also, the animations will be more realistic/historically-accurate. Polearms will also be balanced in other ways.
Though, it seems that polearms can't be held too far at the end of the shaft, since humans can't bear that much weight of leverage. May want to consider it a while, depending on the polearm used.

All you need is 5 inches into someone to kill them. In half-swording, you've still got about a foot of blade to pierce the body. That is enough to inflict sever injury. What is most important in dealing damage with a thrust is the placement of the thrust (in a vulnerable/lethal area or not) and whether or not the thrust is strong enough to get through whatever might be in the way. Half-swording has advantages in both of these areas.

Actually, against very good armor, half-swording is generally preferable to normal cuts because normal blunt cuts don't do **** to very good armor. Against plate armor, a normal cut would more likely damage the edge of the sword than anything else. With a gauntlet/vambrace, a knight could actually block a sword blow with his forearm. Now with mail, a normal cut will deal damage to someone, but halfsword will still apply the power needed to deal a more deeply penetrating thrust. So unless you're fighting someone with plate armor or partial plate, then half-swording and standard hand position are not really better than each other but rather more effective in different positions.

Another important application of half-swording is the leveraging ability. Even without armor, in a close situation, half-swording could be effectively employed to take someone down. So that's another thing I want to do with it. I want the swings to have an ok chance of knocking someone down to simulate this.
Yes, but this game is doing it with Hit Points, so it's a matter of working out realistic logistics. Ron's RCM theory works out great in practice, so discussion with him seems good ideaness. A foot is still quite a bit, though.. .so assuming you can get all of that in through whatever armour, you're looking at a good percentage of the original damage in piercing.

I do think half-swording would be preferable, if well used, even if mainly for the striking with the hand-guard. Normal cuts are only useful if you do huge power-swings, to try and bruise your opponent under the armour. Appears to me we see more of the same idea than I first believed. Was wondering if you meant half-swording was a handy way to kill plate-clad knights xD (well, it may be more handy for dealing them in some ways, but it's mostly trying to hammer them as hard as you can, unless you get some weird chance to stab through a visible weak-point). Good to hear from someone who'd know that metal vambraces actually can block/deflect blade--I pla to have that for a particular character.

Yeah, Ron accredited the leverage also. Hope knock-down chances can be edited, with WB.

Thanks. I hope I don't sound too much like a arrogant bastard :P
Oh no, not at all. You sound smart, and reasonable. Not necessarily 100% right--but I rarely trust people who can sound 100% right :mrgreen:. Hope to get the best possible result from you, with whatever help I can arrange to be supplied.

Better AI would definitely make for a better more realistic game. I'll definitely consider it. But it is not a top priority as of now. Right now, my top priority is animations.
What is the next priority, after improved animations? I'd be interested in a "Realism Compilation Mod" where you combine all sorts of systems for realism. Realistic bandit spawning, gold/princes system, weapon stats, animations, AI, formations, etc..

I don't think that it's too complex. I think that the problem is some other fundamental problems either got neglected or added. For example: lolspinning makes huge axes seem unnaturally fast. When a pike point is 2 meters behind you, it can still somehow stab you. If you step up into to hugging distance of someone swinging a long-axe, you still somehow get cut in half. Things like that cause the game to feel unnatural.
I HAAAAAATE the pike thing. I can put up with spinning to speed up strikes, but I despise the workings of weapons so that the wooden shaft of an axe of spear acts like a razor sharp blade.

Oh and BTW, it seems like Taleworlds is working on matching the weapon models with the game lengths :D
YAAAAY!!! That's the other thing I despised... weapons being longer then they look. It leads to the question of why have different weapons.


Thanks for the discussion!

Saatana

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Re: [Warband Mod]Revamped Combat
« Reply #17 on: April 24, 2010, 11:51:39 AM »
Are you also trying to redo some very old animations, like reloading and shooting a crossbow, blocking with shield and using a bow?
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Re: [Warband Mod]Revamped Combat
« Reply #18 on: April 24, 2010, 12:22:57 PM »
I really like your idea. Combat in Warband is way too unrealistic in my oppinion.
I am especially unhappy with the backbone of Medieval armies -> polearms. At the moment, a spear doesn't make much sense. because the enemy can run through it and then your weapon is useless. Is it possible to add some kind of pushing back effect on polearms? If you successfully stab an enemy with a polearm, then he will be pushed back 1-3 feet. That way, a spear wall would start to become really useful.

ares007

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Re: [Warband Mod]Revamped Combat
« Reply #19 on: April 25, 2010, 09:33:50 PM »
I really like your idea. Combat in Warband is way too unrealistic in my oppinion.
I am especially unhappy with the backbone of Medieval armies -> polearms. At the moment, a spear doesn't make much sense. because the enemy can run through it and then your weapon is useless. Is it possible to add some kind of pushing back effect on polearms? If you successfully stab an enemy with a polearm, then he will be pushed back 1-3 feet. That way, a spear wall would start to become really useful.
Spears are actually quite useful, just not against very good armor. Of course, the stab doesn't work too well when the enemy is right on you, but you always bash them over the head :) . And don't forget about the kick that Taleworlds implemented. That will put someone in good range for a polearm. Also, polearms are useful against horses because they usually stop the horse when they stab it making the horse and rider very vulnerable to getting swarmed.

Are you also trying to redo some very old animations, like reloading and shooting a crossbow, blocking with shield and using a bow?
We'll see. I mainly want to work on the pure melee attack and block animations. If there is the opportunity, we might look into other animations though.

Quote
Maybe too much to ask. Hopefully adding code to improve things is possible.
definitely

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Would I recognize your username on there?
Eh, I don't even remember what my username is there. It might be the same as here though.

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Is it all right if I ask about the particular issues you are sceptical of, out of curiosity? I'm guessing it'll be over my head, though.
well, not too many issues with what he put in there. I guess the only thing that I might not like is his treatment of bigger European straight swords. They're much faster than most people realize. Even people that have swung them around don't know how fast they can be unless they use proper technique with a properly constructed/balanced sword. Though honestly, just about everything he actually changed was qenerally very good. I guess I'm just wary of his doubts about half-swording and hope they won't get in the way of whatever we would cooperate on (though I expect we might just help each other on our own individual projects which should result in no conflict)

Quote
I'm very interested on the fundamentals of half-swording, and other fighting, both for general perspective and for use in games/stories, if it doesn't take up too much of your time.
Well, at the moment, I don't have enough time, but in the near future, I would love to explain further.



Also, a longsword is not blade-heavy enough to really unbalance someone who is in armor and mentally prepared to take the blow (but get definitely do internal damage to someone wearing mail armor, however mail plus leather plus clothe... :P ). There is however a technique called a mordhau in which you hold the sword by its blade and strike the with the cross-hilt or pommel. In that case there is enough mass behind the strike to actually damage the armor (not to mention the almost sharp part of the cross-hilt).

Also, you're right a half-sword thrust could not penetrate plate armor. However, in addition to its increased power, half-sword thrusts have more accuracy. This means that in close, it is much more possible to thrust into the weak points of the armor. This usually involves grappling a lot. Realistically speaking, the mordhau is the only kind of strike in which a sword can deal damage to someone in plate armor from distance.

Quote
What is the next priority, after improved animations? I'd be interested in a "Realism Compilation Mod" where you combine all sorts of systems for realism. Realistic bandit spawning, gold/princes system, weapon stats, animations, AI, formations, etc..
Well, after animations, rebalancing stats. I'm not sure exactly how my priorities will fall after that. It really depends on how those changes effect gameplay and realism. Some time in the future, I would definitely like a compilation of many realistic changes to many aspects of gameplay. Maybe I could work together with other modders for that because they probably know a lot more about the non-combat stuff than me.

Quote
I HAAAAAATE the pike thing. I can put up with spinning to speed up strikes, but I despise the workings of weapons so that the wooden shaft of an axe of spear acts like a razor sharp blade.
Yep. I don't know about the thrusts, but some polearm animations I'm thinking of might affect the "speed bonus" in closer so that it deals even less damage. I definitely want to try to do whatever I can to alleviate this problem.


BTW, I'm definitely not an expert. I've just been training with ARMA some, so I understand more about European swords than most people.

Conners

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Re: [Warband Mod]Revamped Combat
« Reply #20 on: April 26, 2010, 02:55:55 AM »
Spears are actually quite useful, just not against very good armor. Of course, the stab doesn't work too well when the enemy is right on you, but you always bash them over the head :) . And don't forget about the kick that Taleworlds implemented. That will put someone in good range for a polearm. Also, polearms are useful against horses because they usually stop the horse when they stab it making the horse and rider very vulnerable to getting swarmed.
Except maybe when you spear a knight charging straight at you on a fast horse. then something's gotta give :mrgreen:. You can also get the giant glaives, which can strike a horse from several years away from lance-range.

We'll see. I mainly want to work on the pure melee attack and block animations. If there is the opportunity, we might look into other animations though.
Bows and such look fine to me, for now.


well, not too many issues with what he put in there. I guess the only thing that I might not like is his treatment of bigger European straight swords. They're much faster than most people realize. Even people that have swung them around don't know how fast they can be unless they use proper technique with a properly constructed/balanced sword.
Though honestly, just about everything he actually changed was qenerally very good. I guess I'm just wary of his doubts about half-swording and hope they won't get in the way of whatever we would cooperate on (though I expect we might just help each other on our own individual projects which should result in no conflict)
Well, if you can show him a video, perhaps, with a demonstration of their speed, he might be convinced to increase their speed. Worse comes to worse, have two versions of the weapons stats, one with the faster swords :D.
Pretty sure something can be worked out. I asked, and he said more-or-less that he'd be interested. Just contact him to set it up, and you two with others could work on a good deal of systems for realism (either working together or separately). No need ot have two realistic stat models, really.


Well, at the moment, I don't have enough time, but in the near future, I would love to explain further.


Also, a longsword is not blade-heavy enough to really unbalance someone who is in armor and mentally prepared to take the blow (but get definitely do internal damage to someone wearing mail armor, however mail plus leather plus clothe... :P ). There is however a technique called a mordhau in which you hold the sword by its blade and strike the with the cross-hilt or pommel. In that case there is enough mass behind the strike to actually damage the armor (not to mention the almost sharp part of the cross-hilt).

Also, you're right a half-sword thrust could not penetrate plate armor. However, in addition to its increased power, half-sword thrusts have more accuracy. This means that in close, it is much more possible to thrust into the weak points of the armor. This usually involves grappling a lot. Realistically speaking, the mordhau is the only kind of strike in which a sword can deal damage to someone in plate armor from distance.
OK, hope to find you on the appropriate forum at that time.


There should be a mail+leather+cloth armour added, as part of a "realistic weapons and armours package" later on :) (it'd basically add weapons and armour that should exist, logically/historically). I figured there'd be hand-guards and pommels specifically designed for that, since people would be using it that way.

Ron theorized that recognizing a weak point, unless very obvious, was rather impossible in combat--let alone managing to hit the guy at all let alone the weak spot (assuming it's weak enough to get through). I supposed that with training and familiarity with the armours you went up against, you might be able to do this--though it still sounds liked a desperate move. Although, if on the ground and/or grappling, it probably wouldn't be a bad idea.


Well, after animations, rebalancing stats. I'm not sure exactly how my priorities will fall after that. It really depends on how those changes effect gameplay and realism. Some time in the future, I would definitely like a compilation of many realistic changes to many aspects of gameplay. Maybe I could work together with other modders for that because they probably know a lot more about the non-combat stuff than me.
So, RCM :o. That's a bit tricky, since now Combat dummies don't give you speed rating pop ups. Thus, you can't test the formula so well. Ron said he'd email the game makers requesting the formula--haven't heard anything else yet. Be good if you and a bunch of helpers could arrange a testing somehow, if for some reason they won't give the formula up.

Warband has a LOT more potential for realism, I think: You have to pay to upgrade troops now, so that could fit into the picture of realistic troops with expensive equipping costs (you can't have an army of knights, typically).
There's an AI level for the Campaign, so I assume this means there'll be more stuff there in terms of AI--stuff that could be altered for the better possibly.
More settings, it seems, in regards to general physics, like the arrow velocity figures.
More politics and relations to change, for more involving, sensible politics playing.
Kicking.
Hopefully enlarged skins, factions and sounds limits, for larger mods.
Weapon Mode changing, allowing all sorts of creative weapon uses.
Morale effects for specific factions' troops under you. If you keep killing off Vaegirs, your Vaegir troops start to get upset.
Stuff with tax inefficiency, and other systems I've forgotten, could be moulded to add to the game.

And that's all I can think of currently.


Yep. I don't know about the thrusts, but some polearm animations I'm thinking of might affect the "speed bonus" in closer so that it deals even less damage. I definitely want to try to do whatever I can to alleviate this problem.


BTW, I'm definitely not an expert. I've just been training with ARMA some, so I understand more about European swords than most people.
Best of luck in succeeding :O!!

That's probably better. A lot of people who are claimed experts aren't as good as they like to think :lol:.


Nice to talk with you as always. Looking forward to seeing the mod. Also hoping you contact Ron soon.

Thanks.

ares007

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Re: [Warband Mod]Revamped Combat
« Reply #21 on: April 26, 2010, 09:33:36 AM »
Hmmm, does Ron frequent the Taleworlds forums at all?

Also, I definitely don't want to make it sound like I dislike him or anything, and if he looks at this thread I sincerely hope that he doesn't get that vibe. It's just that I've had at least one debate with him and wasn't as impressed as I thought I would be. Maybe I had too high expectations for a human being.

Anyhow, he's got way more experience with realistic weapon-stat balancing than me and probably knows his way around the Module System better, so I'm sure he'd be a great help.


Quote
Ron theorized that recognizing a weak point, unless very obvious, was rather impossible in combat--let alone managing to hit the guy at all let alone the weak spot (assuming it's weak enough to get through). I supposed that with training and familiarity with the armours you went up against, you might be able to do this--though it still sounds liked a desperate move. Although, if on the ground and/or grappling, it probably wouldn't be a bad idea.
I don't mean to sound disrespectful to Ron, but you can theorize all you want, and it won't change the reality. The only way a swordsman can practically do any damage to a person in plate armor is with the mordhau or by thrusting into the weak points in the armor. That's that. You try to bash with the blade and you're just wasting your energy and damaging your edge. For what gain? Nothing. Well, you are giving him the chance to trap your weapon and punch your face in with his gauntlet. There's nothing else to say really. And honestly, if you've properly trained something so that it is instinct, it becomes unfathomably easier to do it. I can do things now that I thought I would never be able to do in my life just from repetition under different environments (and good teaching as well :) ).


As far as this mod goes, I really don't mind if we've got 50 people working on different things. I just want a more believable/natural game with nice realistic/historically-accurate features. So as long as I get the animations that I want, half-swording (plus other possible weapon features such as a reversed piercing mode for the military hammer), 2-handed axes using polearm animations, and 2-handed swords that aren't ponderous to wield, I really don't mind what Ron or anyone else would do as long as it added to the realism/natural-gameplay.

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Re: [Warband Mod]Revamped Combat
« Reply #22 on: April 26, 2010, 09:56:00 AM »
Not to hijack the thread... Sorry!

If you have a conversation with Ron about how to test new damage numbers in Warband I came up with a, hmm, solution.  It involves beating on horses instead of other objects.  I can give you or him a mod that will let you just kill horses over and over.

You can increase a horse's armour if needed too, the only problem is the things try to run away so you have to block them, might want to design a scene where they won't be able to run.  I can make this mod available to anyone who wants to test damage really, although it would definitely be preferable if Taleworlds just explained how it works.
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Re: [Warband Mod]Revamped Combat
« Reply #23 on: April 26, 2010, 08:20:26 PM »
I wish to suggest the ability to throw various types of what we know as melee weapons.

For example: Lances were in-fact often thrown in battle, as were spears, and just about anything that was heavy or pointy enough to hurt. What I suggest is the ability to throw most weapons, excluding such weapons as slashing polearms such as the glaive, long bardiche, long axe, or poleaxe, as these are often ineffective and impractical for such a use.

So basically, make most weapons more versatile. As in throwable swords, hand axes, crossbows, maces, and anything else you can get your hands on.

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Re: [Warband Mod]Revamped Combat
« Reply #24 on: April 26, 2010, 10:24:49 PM »
I wish to suggest the ability to throw various types of what we know as melee weapons.

For example: Lances were in-fact often thrown in battle, as were spears, and just about anything that was heavy or pointy enough to hurt. What I suggest is the ability to throw most weapons, excluding such weapons as slashing polearms such as the glaive, long bardiche, long axe, or poleaxe, as these are often ineffective and impractical for such a use.

So basically, make most weapons more versatile. As in throwable swords, hand axes, crossbows, maces, and anything else you can get your hands on.
Sounds cool. I could definitely do that. I might just work on that tonight.

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Re: [Warband Mod]Revamped Combat
« Reply #25 on: April 27, 2010, 07:48:09 AM »
Hmmm, does Ron frequent the Taleworlds forums at all?

Also, I definitely don't want to make it sound like I dislike him or anything, and if he looks at this thread I sincerely hope that he doesn't get that vibe. It's just that I've had at least one debate with him and wasn't as impressed as I thought I would be. Maybe I had too high expectations for a human being.

Anyhow, he's got way more experience with realistic weapon-stat balancing than me and probably knows his way around the Module System better, so I'm sure he'd be a great help.


I don't mean to sound disrespectful to Ron, but you can theorize all you want, and it won't change the reality. The only way a swordsman can practically do any damage to a person in plate armor is with the mordhau or by thrusting into the weak points in the armor. That's that. You try to bash with the blade and you're just wasting your energy and damaging your edge. For what gain? Nothing. Well, you are giving him the chance to trap your weapon and punch your face in with his gauntlet. There's nothing else to say really. And honestly, if you've properly trained something so that it is instinct, it becomes unfathomably easier to do it. I can do things now that I thought I would never be able to do in my life just from repetition under different environments (and good teaching as well :) ).


As far as this mod goes, I really don't mind if we've got 50 people working on different things. I just want a more believable/natural game with nice realistic/historically-accurate features. So as long as I get the animations that I want, half-swording (plus other possible weapon features such as a reversed piercing mode for the military hammer), 2-handed axes using polearm animations, and 2-handed swords that aren't ponderous to wield, I really don't mind what Ron or anyone else would do as long as it added to the realism/natural-gameplay.
No, not really. He'll only come here when someone tells him of a thread of interest, mostly. Still, you can contact him quite easily on the MBX forums: http://mbx.streetofeyes.com/index.php?action=profile;u=227
He'd come over, for work on this, I think.

Maybe you were expecting him to have a high level of knowledge on European related matters, when his main focuses are in Asia? It'd be understandable for someone well-versed in such to be not so impressed by someone with an intelligent but more-basic knowledge.

He'll be doing the RCM either way, but it's good if he could help with anything that comes next.


Well, Ron has described his experiences with combat as a situation impossible to think within, unless you have done it a lot (even if you have, it isn't easy to think). To sum up the logical thing from his perspective: Something insane as spotting a crack in your would-be-killer's apparel, while your adrenaline is pumping, your blood potentially running, all your efforts and brain power going into not being hit and stopping the other fellow from being able to hit--HOW could anyone even think of sticking a sword through a weak point, when hitting the enemy without losing your head is difficult enough?
---
I think that's what his perspective might be. Should he look more into the material, he'd supposedly begin to link this to some of his other knowledge, how killing in general becomes a simple task after a while, like any job, and that the same applies to half-swording. That while it's completely crazy from an external view to even imagine it working, people can train themselves to do unbelievably accurate things.

Ron did agree that the mordhau is a good tactic against armour wearers, due to greater weight and leverage. I wouldn't completely underestimate striking with the edge of the blade, however, as a general method of bruising and disorientating the armour-wearer. Yes, it isn't a practical way of doing damage, but some situations would make half-swording less practical (not enough time to switch your sword about, for example).
Not trying to fight any battles here, I just want to even the ground and make sure there isn't underestimation of either party's intelligence or knowledge. Just two different subjects of knowledge are preferred and understood to their best.


That seems quite a good philosophy. As long as they aren't messing up the works and can improve the system, might as well let them in.
Someone doing more realistic versions of the weapons already in game, perhaps with lower LODs, is one example of a handy extra. There was a person doing this for M&B at one stage... might've been Ron for his Den of Lions mod.



Not to hijack the thread... Sorry!

If you have a conversation with Ron about how to test new damage numbers in Warband I came up with a, hmm, solution.  It involves beating on horses instead of other objects.  I can give you or him a mod that will let you just kill horses over and over.

You can increase a horse's armour if needed too, the only problem is the things try to run away so you have to block them, might want to design a scene where they won't be able to run.  I can make this mod available to anyone who wants to test damage really, although it would definitely be preferable if Taleworlds just explained how it works.
OH, this'd be very useful! If you could give me a link to where I could download it, I could pass it on to Ron. He'd probably pass it on to a few people anyway, so they could help him test the numbers.
I'm the one who discovered the dummies problem when I offered to test for him, so he won't mind.

We'll probably increase their HP to as high as we can (if it isn't done already), then start them off at 0 Armour. Then we'll raise the armour to get the idea of the formula.

Thanks very much for this! I'll tell Ron right away.



I wish to suggest the ability to throw various types of what we know as melee weapons.

For example: Lances were in-fact often thrown in battle, as were spears, and just about anything that was heavy or pointy enough to hurt. What I suggest is the ability to throw most weapons, excluding such weapons as slashing polearms such as the glaive, long bardiche, long axe, or poleaxe, as these are often ineffective and impractical for such a use.

So basically, make most weapons more versatile. As in throwable swords, hand axes, crossbows, maces, and anything else you can get your hands on.
Sounds cool. I could definitely do that. I might just work on that tonight.
Yeah, that does sound very great. ...Be interesting if you could swap ammo types for Bows and crossbows via this system, so you could have armour-piercing arrows and etc.--but it'd just mean that the bow's damage type was changed, so it wouldn't really work out.

ares007

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Re: [Warband Mod]Revamped Combat
« Reply #26 on: April 27, 2010, 10:39:00 AM »
Well, about the theory of not being able to stab into weak points...
I definitely agree for the most part in a situation where the person stabbing doesn't have armor. However, if it is plate armor against plate armor, things change. The only really lethal things that someone with a sword can do to someone in full harness is to mordhau or to stab into weak points in the armor. So if you have plate armor, there's only a couple of things you really are worried about at distance against a swordsman. In grappling, you've definitely got more to worry about, but your body also has much better instincts. You also can't underestimate the power of the subconscious portion of your mind.

And don't forget that it's not necessarily "cracks in the armor" that are stabbed into. Every knight worth his salt would know about the weak points in the armor (some examples: groin, armpits, usually face, back of knees, etc). He would also know what he would need to do to defeat someone in such armor. A good fighter would log this into memory and then let his subconscious do what it needs to do to come out alive.

And don't forget that a large portion of the life of a knight or man at arms was combat training. The various techniques and skills would be well ingrained. It's like the modern skills of drawing, dealing with weapon jams, various reloads (admin, tactical, speed), weapon transitions, and not too mention the marksmanship itself. It's all stuff that if you got in a real gun fight, you probably couldn't reload your weapon or draw your secondary in time to save your life literally. Unless you trained it until it was second nature. Seriously, get a couple of cheap spring airsoft guns and try to see how fast you can reload with someone shooting/yelling at you. But as you practice and practice and practice under pressure, it will become relatively easy. That's what the training is for. You fumble around and make mistakes and mess up in training until you stop making those mistakes (under pressure). Then when you really need the skills to save your life, your body knows what to do and you don't really need to think very much.

But I know you're not trying to fight any battles or anything. This is more of a discussion with the goal of everyone coming out with a greater understanding.


About halfswording, again, I'm not sure exactly how I should continue explaining it. I think it would be good for me to quote a post that I made about halfswording while beta testing. The post was a suggestions to the developers to add it to the game. Anyway, here it is:
I will first give some videos to get people pumped up about my suggestion. (just in case there are people who don't think that half-swording can be done because of the sword edge, I provide this link proving that it is indeed possible to grip the blade of a sword, especially one that is realistically sharpened: http://www.youtube.com/watch?v=7rqP1F36EMY)
- http://www.youtube.com/watch?v=vsh0aQTIg9g
- http://www.youtube.com/watch?v=X5Rj5khTP_g
- http://www.youtube.com/watch?v=4l7u917JctY
- http://www.youtube.com/watch?v=pGA-Q0hlZxw
- http://www.youtube.com/watch?v=FQlhw7uMp84
- http://www.youtube.com/watch?v=ZnqOMbFDEAI
- http://www.youtube.com/watch?v=f6Pnw-9A8qQ
- (at 1:03 and on) http://www.youtube.com/watch?v=Y3DhjFUOG6Y
- http://www.youtube.com/watch?v=j9tCIda6ONk
- http://www.youtube.com/watch?v=O0XBBO_FKzw

As you can see half-swording is pretty awesome. But not only is it awesome, it is useful. One of the key advantages of half-swording is the strength in a block. With one hand on the hilt and the other on the blade, a strong block can be made against many strong blows from powerful weapons (polearms for example) when received on the flat. Another advantage of half-swording is that when held in this manner, the sword can very effectively be used as a lever to apply powerful grappling maneuvers as seen in some of the videos. Another advantage of half-swording is the point control that the swordsman gains with his hand on the blade. This combined with the extra rigidity provided by the hand on the blade makes half-swording a very good platform to stab from. In fact against armor, half-swording would be used to provide the control and stabbing power necessary to take advantage of weak points in the armor (as well as to grapple the opponent into a disadvantageous position). Yet another advantage of half-swording is the ease in which a mortshlag (holding the blade two-handed and striking the enemy with the cross like a hammer or pick. Very useful against armor as well) can be thrown.

Disadvantages? Well attacks and thrusts from half-sword generally have much shorter range than when the sword is held normally. Also, strikes from half-sword do not approach the cutting power of a sword held normally (though know that a sword could not cut plate armor regardless, hence why half-swording is so useful against armor).
Be sure to click all the links and watch the videos :D


And I'm not so sure about switching ammo types for bows. I had some other ideas (thanks to Berserker Pride) about things to do with the bows, and it might work well with something like that. I'll have to actually try it, but it's not a top priority at the moment.

Conners

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Re: [Warband Mod]Revamped Combat
« Reply #27 on: April 27, 2010, 11:05:55 AM »
OH! That is a point, I somehow forgot the idea that you were BOTH in full-plate xD. That explains some of the misunderstanding. Ron probably figured I was talking about situations where one has armour and one not, for half-swording, or neglected to consider the situation--which is easy enough.
It's amazing what you can do while subconscious. Most of my work is done subconsciously.

..One thing I do wonder about, is why the groin generally seems to lack the same level of armour. Although, come to think of it, walking would be hindered, if there was inflexible armour between your thighs. Though I think some armours have shield-like pelvis-plates which are in front of the legs (here's a bad example: http://members.fortunecity.com/dbzwarrior/images2/vegeta4.jpg ).
Knights would have plenty of time to train it into second (or first) nature.


Thanks for the videos! I'll try to watch them and absorb the details.


Ron would be very happy, if you could work out  good way to do different ammo types reasonably :o! I'm also very interested.

Conners

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Re: [Warband Mod]Revamped Combat
« Reply #28 on: May 02, 2010, 11:43:17 AM »
So, how are things going?

Urist

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Re: [Warband Mod]Revamped Combat
« Reply #29 on: May 02, 2010, 03:25:23 PM »
I'll post an incomplete  list of (weapon) equipment changes I'd like to see.
Will complete it over time, adding screenshots of the desired models etc.

Swadia

Swadian Infantry:
I think this class needs an 1hand option
against heavy armor. Swords don't cut it.
The other weapons however seem to be fine to me.

Footman's hammer:
1h
blunt 25
no stab
72 reach
94 speed
220 denar
(screenshoot rrr_hammer1)

Sergeant's hammer:
1h
blunt 26
pierce 20 (stab)
76 reach
94 speed
460 denar
(screenshot rrr_hammer4)

Warhammer:
2h
unbalanced
weak crush block
blunt 34
no stab
90 reach
89 speed
750 denar
(screenshot lui_empirewarhammerc)

Knightly Warhammer:
2h
unbalanced
weak crush block
blunt 36
pierce 22
106 reach
87 speed
1280 denar
(screenshot lui_knightwarhammerbastard)

Swadian crossbowman:
They get the weakest 1hand hammer.

Footman's hammer

Swadian Man at Arms:
They get the first hammer and the morningstar because they had it in the original M&B.
Furthermore the short swords are substituded by longer cavalry swords.

Footman's hammer
Sergeant's hammer
Morningstar (had it in old M&B)

The short swords should be substituted by cavalry swords.

Cavalry sword:
1h
cut 25
pierce 20 (stab)
104 reach
speed 97
250 denar

Cavalry arming sword:
1h
cut 28
pierce 22 (stab)
106 reach
speed 96
450 denar

-------

Vaegir

Vaegier Spearman:
In my opinion the long bardiche price should be raised, making
the normal ones a comparable cheaper option.
One important thing for me is the power increase for the maces,
while the price of the better maces is increased in compensation.

Knobbed mace:
22b -> 23b
price stays 98d

Spiked mace:
23b -> 25b
152d -> 252d

Winged Mace:
24b -> 28b
212d -> 362d
speed 98 -> 97

Long Spiked staff:
speed 96 -> 94
21p -> 30p
264d -> 420d

Long hafted spiked staff:
speed 94 -> 92
24b -> 32b
310d -> 510d

long bardiche:
390d-> 520d

great long bardiche:
660d -> 900d
« Last Edit: May 02, 2010, 03:31:41 PM by Urist »