Leowulf的最近内容

  1. [S] Pike and Blade 3.5: Riders on the Storm!

    Kudos to you dude, i've always thought that Native horses always had way too much health for their own good, any horse i know would pretty much run die if it were hit by a couple of heavy barbed crossbow bolts.

    Haven't had the time to play the most current variation of your mod, but will get to it soon. :grin:
  2. [S] Pike and Blade 3.5: Riders on the Storm!

    RCM is the realistic combat mod, it's essentially a rebalancing of weapon and armor properties to reflect realistic values. On second thought though, it'll probably be extraneous as you're already getting the balance and gameplay feel that you want.  :mrgreen:

    You could use "Boyar"  as a replacement for the vaegir champion title, "Aswaran" for the Sarranids.
  3. [S] Pike and Blade 3.5: Riders on the Storm!

    Nice work. Will get to testing :grin:

    By the by, have you ever thought of including rcm in this mod?
  4. [S] Pike and Blade 3.5: Riders on the Storm!

    Aeon221 说:
    All the Khergs are still mounted, so no problem there. I even made their recruit always spawn mounted! Just some of them are actually from other factions.

    - Aye, I see where you're going with that. If only there was someway of allowing the Khergits to actually really recruit troops from other factions since traditionally, the mongolians(like the romans) did tend to utilize auxiliary troops.

    The Cleaverman issue was resolved in 2.5, when I totally changed the Rhodok tree from cleaver/shield centric to pike centric and gave them a bunch of weapon specialists (glaivemen, cleavermen who only use a cleaver, pikemen and macemen, among other units), but that wouldn't have been too bad a solution.

    - My bad then, I thought you were looking for a new name for the cleavermen, hence "Guildsmen".

    Your merc idea is interesting, but I'm not sure how you'd make a unit work worse on horseback than on foot. I mean I guess you could give them some foot only weapons, that might work. And as long as you're making them only for humans, you won't run into the issue of the AI not ever dismounting them.

    - Well, there are a number of ways; mounting merc troops on sumpter or saddle horses, ensuring that they do not have many points in horse archery(makes a massive difference), giving them crossbows that don't reload on horseback would be another. Makes sense too, since mercs seem to come from a generic western medieval culture not represented in Calradia. What i really want is for the AI to actually dismount them on strategic high ground, which is at the moment, wishful thinking.

    Speaking of mercs and the AI, I'm thinking that if I update the mercs in game, it'd be nice to see the AI use em. So I'll probably have a few spawn into the AI armies, with spawns based on flavor (so Rhods might get 1 t3 merc cav per high end reinforcement party, while Swads might get 1 t3 merc inf and 'nids getting 1 t3 merc xbow).

    - Good idea. Could give them some distinctive gear to highlight the difference between merc and regular.

    Ps: If you like a little more flavour for the khergit, you could modify the steppe horses via the item editor. Scale them down and slow them down a little.

  5. [S] Pike and Blade 3.5: Riders on the Storm!

    Great job dude, love how you've put so much thought into the tactical aspects of the troop and their balance.

    Just a coupla suggestions;

    1.Maybe you should keep the khergits as a purely mounted faction, since generally as a counter, light missile cavalry never has an issue fighting any form of infantry in the open. The armoured horsemen work fine, since the Golden Horde did have heavy cav, similar both in form and function to the Byzantine cataphracts.

    2.You could rename the Cleavermen as Guildsmen, since the Rhodoks are based upon an urbanized culture(Lombards, Venetian etc..), that would make sense given their generally tool-based weapons. Urban mob/rabble given weapons and some drill.

    3. Mounted crossbowmen for mercs are awesome. I've been working on a personalized mod that specifically gives the mercs a unique culture quite foreign to the other Calradian factions, much like the better condottiere, well-armed and armoured with more modernized weapons but cheap horses, think early dragoons,
    mounted for quick deployment and for light skirmishing against infantry, but best dismounted on tactical high ground against true cavalry.
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