Author Topic: Peasants v.1  (Read 15999 times)

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Sgt. Pepper

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Re: Peasants v.1 [and burninating..?]
« Reply #120 on: January 23, 2008, 04:10:56 PM »
I really like this mod, and I would like to see a more complex economical system. You could have more steps between the raw material and the finished product, i.e. smelting the iron ore before forging it, which would need charcoal, which would need lumber, etc. You could make it even more seasonal, with harvest only during a few weeks around August-September, and perhaps livestock, which would need hay during the winter, so you would have to mow meadows in June, and things like that, closer to actual medieval economy. I'd rather see the peasant part expanded than the fighting, because the peasants are what sets this mod apart from others.

Malek

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Re: Peasants v.1 [and burninating..?]
« Reply #121 on: January 24, 2008, 12:41:15 PM »
Awesome Mod! love the Ally ability.Only thing i could say to add would be to add some grps of farmers/etc walking around insted of Grps of 20+ bandits,and lower there speed,Half the time i dont get anywhere before fighting more of em,i got 3 lvls just trying to get to the other camps O.o...But otherwise Nice mod.

Vanhamies

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Re: Peasants v.1 [and burninating..?]
« Reply #122 on: January 24, 2008, 02:44:52 PM »
It sure is a good mod, but pretty boring after all. The horsemen on your side cannot be killed. The armor in your chest is super! There was 3 horsemen hitting me and i got 0 damage. Thats pretty... boring. The evil horsemen can only be killed with right technique. ( head hittin, stabbing..)

And the baron and some of the others had way too much people. I had 23 horsemen + me and i played about hour, my losses were 0 and the enemy lost all his troops. There was millions of them! It was booooring to ride there and kill everyone again and again and again.
My troops totally messed up. I was the only one that can use the gate. They just ran to the wall and try to kill the troops behind the wall. Enemies were not very much smarter. Then i just charged through the line of enemies running to the wall and stabbing it.

Its crazy.

DarkAnd

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Re: Peasants v.1 [and burninating..?]
« Reply #123 on: January 24, 2008, 05:04:28 PM »
Try to pierce a plate armor whit a sword, it just doesn't work in real life and this is the point of RCM.

Zaro

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Re: Peasants v.1 [and burninating..?]
« Reply #124 on: January 24, 2008, 05:06:42 PM »
I would love to see this transfered as an add-on for native. Is there any chance you're willing to do that or release the source for other modders to fiddle with? I'm sure a lot of mods would love to implement something similar.

Malek

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Re: Peasants v.1 [and burninating..?]
« Reply #125 on: January 25, 2008, 06:20:12 AM »
Not realy,in RL plate armor could be smashed or broken with even a short sword without much effort,Mostly it was to scare the enemy.

Ron Losey

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Re: Peasants v.1 [and burninating..?]
« Reply #126 on: January 25, 2008, 06:58:51 AM »
Not realy,in RL plate armor could be smashed or broken with even a short sword without much effort,Mostly it was to scare the enemy.

Um ... I saw a study (study, now, by reputable university historians, not a sport re-enactment) where two guys in Gothic-type fluted plate armor (reproduced as accurately as possible) actually tried to beat each other into the ground with REAL maces, just to find out what would happen.  One finally collapsed from exhaustion ... they were completely unable to injure each other, full contact with live steel weapons, and weapons designed for anti-armor work, at that. 

I've also seem pieces in museums with "proof marks" - test points where they fired guns into the armor just to make sure it worked before it was sold.  The Spanish standard loads they used for testing would punch a hole in many modern Kevlar vests - it was not a token test.

Just because it doesn't work in the movies, doesn't mean it doesn't work in reality.  The stuff is dang near impenetrable, which is why mounted knights dominated European combat for so long, even in spite of the development of early guns.  (Artillery finally did them in ... armor couldn't stand up to grapeshot.)

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That said, the game does have balance issues ... there is a lot of late-period armor, including heavy-plate-armored horses, but the weapons don't match.  (They seem designed around combat with light armor - efficient, but lacking in penetrating power.)  That will be fixed - we are on it.

Blademaster

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Re: Peasants v.1 [and burninating..?]
« Reply #127 on: January 26, 2008, 12:43:51 AM »
May i ask for the link? i would love to see that! im assuming you saw it on the internet.

Ron Losey

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Re: Peasants v.1 [and burninating..?]
« Reply #128 on: January 26, 2008, 03:23:53 AM »
May i ask for the link? i would love to see that! im assuming you saw it on the internet.

Actually, it was on public television, years ago.  I've been looking for the video clip on the 'net for a long time now, because I would like to have a copy of it. 

The same program also showed a lance attack from horse, where the spear failed to penetrate a coat of maille, but did manage to stick the coat of maille completely through the body of the target dummy.  (It was a REAL solid hit.)

I wish I could remember the names of the researchers who made that one, or which universities sponsored it ... it would make it easier to look up.

fran27

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Re: Peasants v.1 [and burninating..?]
« Reply #129 on: January 26, 2008, 10:33:28 AM »
It wasnt breaking the armour that got them killed, it was bypassing the armour all together. Back of the neck was a weak point, thus the hook weapons. you would thrust past the knight only to bring the hook into the back of his neck. Shoulders was another area to aim for due to there being a small unprotected are to allow the wearer to actually move his arms more than a couple of centimetres.

Ron Losey

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Re: Peasants v.1 [and burninating..?]
« Reply #130 on: January 26, 2008, 11:27:24 AM »
It wasnt breaking the armour that got them killed, it was bypassing the armour all together. Back of the neck was a weak point, thus the hook weapons. you would thrust past the knight only to bring the hook into the back of his neck. Shoulders was another area to aim for due to there being a small unprotected are to allow the wearer to actually move his arms more than a couple of centimetres.

Even those areas would be covered in maille, on the partial or "field" plate armors.  The Gothic-period plate armors had articulated joints until these gaps were absurdly small, as well as having under-layers of flexible armor, and hitting them would require either amazing luck or tying the guy to a post so you could beat on him.

In general, striking the center of a heavy plate would pretty much insure that the blow would do nothing.  Even hitting at a "soft" spot might or might not see great results - as even those points would likely require penetrating some armor or over-extending whatever body part was contained in said armor.

Aiming for unarmored spots sounds good when you're looking at a modern flak vest that only covers the front and back of the torso.  (They're really only intended to make medical care easier and more effective, not to reduce casualties.)  The ancient world did not build armors this way.  Again, no matter what the movies show, those guys realized where the soft spots on their armor were, and tried very hard to cover them as best they could.

The real logic of the hook weapons was to pull a man off of his horse, and/or to cut the horses' legs, so as to cause the heavily armored fellow to a) hit the ground rather hard, and b) lose the mobility advantage that the horse offered him.  This greatly increased the chances that you could run him down and beat him into the ground with hammers or something.  They were also useful for unbalancing an armored man, and so preventing him from hitting you (at least until he could get up off the ground) - and the hook or axe blade behind the neck would work for that every time, even if the blade contacted solid steel.

Still, yes, heavy bladed polearms are more effective against armor than light longswords ... but not for the reasons you just described.  They work better because it is possible to hit harder, and so to increase the chance of damaging the target (if you manage to hit one of the softer points and/or really land a solid blow), and they work better at attacking balance in order to stun or temporarily immobilize (during which time the target could be hammered into the turf).

Only in the movies do people wear 80 pounds of armor but leave a huge obvious hole with skin showing.

Luizinho

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Re: Peasants v.1 [and burninating..?]
« Reply #131 on: January 29, 2008, 01:29:40 AM »
any news on the mod ?
http://broxopolis.myminicity.com/



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arcka

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Re: Peasants v.1 [and burninating..?]
« Reply #132 on: January 29, 2008, 01:33:50 AM »
No not really not that i have heard but i don't really read long post's :P.
Granted, they wage holy soda war against the rest of the world, causing a carbonated nuclear holocaust.

Blead

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Re: Peasants v.1 [and burninating..?]
« Reply #133 on: January 29, 2008, 07:02:34 AM »
No not really not that i have heard but i don't really read long post's :P.
finaly somebody i can relate to they should make the post shorter

the mod is great but if you are more a fighter then a farmer
you would rule the lands in like 20 days?
they should make it possible for bandits to attack the big farms

Cartread

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Re: Peasants v.1
« Reply #134 on: January 30, 2008, 10:17:46 AM »
Basically everything said has been fixed.  Now I'm adding new stuff...hmm...giant castles of undead and orcs, etc...(ala Hero & Blade)? hmm :evil:
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