Phalanx Mod Update

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I think the spears should has more "collisions". The enemies are still way too easily getting through the spears.

yeah, taht was my toght too Rome 2 catches this really nice. a very few Man gets trough the spears, fighting,. well the rest is pushed bacl by the Spears

But, hey, great ive been looking for something like it
 
I really like what I see. It's funny because you have just modified what I asked for in the past; passive spear damage (Passive spear damage?)and adaptation of the marching animation with polearm (two videos in Spears and Pikes need much more work). Even the pace of combat (https://forums.taleworlds.com/index...r-alternative-replacing-advance-order.392797/)

Bravo! I can't wait for you to publish it on nexus or here
The biggest shame is that these features shouldve been in native. Crouch attacking and "stabbing while blocking" should be a thing. The range should be limited for balance. We all have seen in movies that during shieldwall, you can poke ur weapon out.
 
This is gorgeous! Wonderful work bestmods! I wonder how many mods will spring from this because it suits classical as well as late medieval/renaissance formations really well! Cheers!
 
Dude on cover photo gets shot off his horse. Then gets blasted while he is down on the ground. He just slides in his death.
 
If an enemy soldier is inside the spear forest and the spearhead cannot hit it, it should not be damaged.
Instead it seems that the collision with the stick is enough to cause damage and knock back.
The knock back should be there and also be marked if the tip of the spear hits the enemy shield (or the enemy itself).
In this case of the shield hitboxes of the TRUE GREATNESS OF THE SHIELD, it would not prevent the enemy from entering the forest of spears to deal some blows, or it would force the phalanx to slightly move back and aim that enemy to bring it back to the right distance.
For the distances seen in the video, between warriors with sword and shield and phalanx, the first line would be massacred because their spears should have no effect on the enemy in front of them, because the tip would be

So the suggestions are:
1) the stick hitbox should not have any effect on the enemy (no damage and no knock back) ... indeed, as a consequence, the attack should fail (like when you hit an ally and you have no friendly fire)
2) The tip hitbox should deal less damage but more knock back.
3) the hitbox of the shields should be REAL and not enlarged, so as not to prevent an enemy soldier from being able to enter to annoy him because an invisible wall stops him.
The hitboxes of the tips of the spears must also be equal to the size of these tips.
4) more space between the units, so as to be able to use more formation files and therefore more spears in such a way as to force the enemy to overcome this repelling wall.
 
The biggest shame is that these features shouldve been in native. Crouch attacking and "stabbing while blocking" should be a thing. The range should be limited for balance. We all have seen in movies that during shieldwall, you can poke ur weapon out.
+1

And then all the kids and 2-hander-flanders will come and cry. How salty and tasty!
 
If an enemy soldier is inside the spear forest and the spearhead cannot hit it, it should not be damaged.
Instead it seems that the collision with the stick is enough to cause damage and knock back.
The knock back should be there and also be marked if the tip of the spear hits the enemy shield (or the enemy itself).
In this case of the shield hitboxes of the TRUE GREATNESS OF THE SHIELD, it would not prevent the enemy from entering the forest of spears to deal some blows, or it would force the phalanx to slightly move back and aim that enemy to bring it back to the right distance.
For the distances seen in the video, between warriors with sword and shield and phalanx, the first line would be massacred because their spears should have no effect on the enemy in front of them, because the tip would be

So the suggestions are:
1) the stick hitbox should not have any effect on the enemy (no damage and no knock back) ... indeed, as a consequence, the attack should fail (like when you hit an ally and you have no friendly fire)
2) The tip hitbox should deal less damage but more knock back.
3) the hitbox of the shields should be REAL and not enlarged, so as not to prevent an enemy soldier from being able to enter to annoy him because an invisible wall stops him.
The hitboxes of the tips of the spears must also be equal to the size of these tips.
4) more space between the units, so as to be able to use more formation files and therefore more spears in such a way as to force the enemy to overcome this repelling wall.
Problem is the whole game mechanism. We have to give and take. Because spear mechanics are not good in this game, we have to buff the spears to be able to make damage even if its just the handle. We can take that or go back to spears not doing much in formation.
 
Problem is the whole game mechanism. We have to give and take. Because spear mechanics are not good in this game, we have to buff the spears to be able to make damage even if its just the handle. We can take that or go back to spears not doing much in formation
You could increase hitstun and knockback.
And remove the damage from the handles.
In this way the phalanx can keep the enemy at a certain distance by means of the greater knock back.
And if an enemy who drops his guard is hit, thanks to the hitstun he risks being hit a second or third time by the other hoplites of the phalanx.
In this way an enemy who is defensive cannot advance, but an enemy who carelessly lowers his shield risks dying.
Only those who enter within range can be a threat.
But if the handles do harm, nobody will come to be a threat.

Clearly my suggestion is only considerable if applicable and this depends on the tools that are made available to you by the game.
I hope my suggestions are useful.

In my opinion, the phalanx must not be a quick formation in eliminating the enemy, but simply a "persistent" formation that does not allow it to approach without caution and if it does, suffering heavy consequences.
 
You could increase hitstun and knockback.
And remove the damage from the handles.
In this way the phalanx can keep the enemy at a certain distance by means of the greater knock back.
And if an enemy who drops his guard is hit, thanks to the hitstun he risks being hit a second or third time by the other hoplites of the phalanx.
In this way an enemy who is defensive cannot advance, but an enemy who carelessly lowers his shield risks dying.
Only those who enter within range can be a threat.
But if the handles do harm, nobody will come to be a threat.

Clearly my suggestion is only considerable if applicable and this depends on the tools that are made available to you by the game.
I hope my suggestions are useful.

In my opinion, the phalanx must not be a quick formation in eliminating the enemy, but simply a "persistent" formation that does not allow it to approach without caution and if it does, suffering heavy consequences.
I think we should go further and add knockback even if the blow is blocked by either shield or parry. Phalanxes from the front were of course nearly impossible to frontal charge, so simulating that should definitely be key.

In any event, bestmods you got yourself a subscriber, can't wait to see what you come up with next!
 
You could increase hitstun and knockback.
And remove the damage from the handles.
In this way the phalanx can keep the enemy at a certain distance by means of the greater knock back.
And if an enemy who drops his guard is hit, thanks to the hitstun he risks being hit a second or third time by the other hoplites of the phalanx.
In this way an enemy who is defensive cannot advance, but an enemy who carelessly lowers his shield risks dying.
Only those who enter within range can be a threat.
But if the handles do harm, nobody will come to be a threat.

Clearly my suggestion is only considerable if applicable and this depends on the tools that are made available to you by the game.
I hope my suggestions are useful.

In my opinion, the phalanx must not be a quick formation in eliminating the enemy, but simply a "persistent" formation that does not allow it to approach without caution and if it does, suffering heavy consequences.

IdioticVengefulCondor-size_restricted.gif
 
I think we should go further and add knockback even if the blow is blocked by either shield or parry. Phalanxes from the front were of course nearly impossible to frontal charge, so simulating that should definitely be key.

In any event, bestmods you got yourself a subscriber, can't wait to see what you come up with next!
Thank you for the support.
Indeed. We gotta make up for the shortcomings of the spears in formation.
 
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