Thulgar的最近内容

  1. Thulgar

    Bug Reports and known issues [v2.5]

    Nice work you guys :wink:
    I think I found a bug:

    The Head of my character shows through the back side of the "Flat topped helmet" (Ain't sure if I spelled it correctly)

    regards
  2. Thulgar

    Floris 2.5 Beta // Last Beta Round

    Not sure if this belongs here or in the Lancers Fix thread.
    Even though I activated the 'Lancers use the right weapon' fix many lancers keep there lance after charging and try to fight their melee with it after they got stuck. Even worse some even keep it after they've got knocked from their horses and fight on foot with their lance o.0

    Is this intended / known / not solvable at this point or could this be a bug?
  3. Thulgar

    Floris 2.5 Beta // Last Beta Round

    I'm having trouble to get this beta to work :sad:

    I choose this mod, start it up and everything works fine, although I was a lil bit confused since it looks exactly like Native o.0
    Then I tried starting a new game and the screen where I choose my history is placed way too far on the left, which is why I can't continue from there on and have to exit through alt+f4.

    Did I install something wrong?
    Thanks in advance

    EDIT: Nevermind, something seems to have gone wrong while unpacking the archives. Redid the install and it does work now. Testing now^^
  4. Thulgar

    SP Native [WB] Kunst des Fechtens (Art of fighting) (initial testing has begun)

    Interesting stuff about the different fight schools^^
    As long as I don't have to do modern foil sport fencing I'm looking forward to a Renaissance setting :wink:
  5. Thulgar

    SP Native [WB] Kunst des Fechtens (Art of fighting) (initial testing has begun)

    well, then I'll wish him good luck and success in his real life tasks and hope he'll be back soon :grin:
  6. Thulgar

    SP Native [WB] Kunst des Fechtens (Art of fighting) (initial testing has begun)

    Disarms would most certainly be interesting if you find a way to implement them so they're hard to do. Having to rely on your fists because you lost all your weapons may be fun, but it shouldn't be a everyday occurence.
    I'm sure you'll figure that out^^
  7. Thulgar

    SP Native [WB] Kunst des Fechtens (Art of fighting) (initial testing has begun)

    Glad your stuff survived this time :grin:
    I'm excited for the first release^^
  8. Thulgar

    B Fantasy [WB] GRIM AGE - Skirmish MOD is CLOSED

    On the first page is a link to some plans they have
    For Ostland Campaign it's only those 2 I think (which is pretty awesome already^^)
  9. Thulgar

    Native LSP 2D Art Face Improvement Project

    Referenced from mugshots? That's kinda crazy and genius^^
    Impressive work so far
    I'd love to see your next piece of art  :grin:
  10. Thulgar

    SP Native [WB] Kunst des Fechtens (Art of fighting) (initial testing has begun)

    Most things like clothing or weapons in the old times were made to be much more durable than today. People did only have a few pieces of cloth and even less different weapons in their entire lifetime. Old stuff was repaired often so I guess, yep most things weren't shiny and new, but kind of in a good shape.

    footwork in this game in general isn't very realistic, that's true. Nevertheless removing footwork would make things worse in my opinion. Maybe some restriction in movement behaviour and some target focus could help here. Just thinking^^
  11. Thulgar

    SP Native [WB] Kunst des Fechtens (Art of fighting) (initial testing has begun)

    Glad to see your progressing smoothly :grin:

    ares007 说:
    Goal 1: I am nearly finished coding the combat mechanics. The main thing I need to do now is implement half-swording (which will be quite important for users of large swords due to another mechanic). There are also maybe a few things to refine the mechanics, but for the most part they are working as intended. I also need to do more extensive testing. So far, I have mainly tested in 1 on 1 situations and have not tested in a large battle situation. The new mechanics will most likely need some balancing.

    I have also implemented Papa Lazarou's enhanced combat animations which are really nice. I think the 1-time counters look very good with his animations.

    As I said, if you wish to expand your testing team, just give me a call  :wink:
    Any hint of what this 'other mechanic' might be?
    I'm really interested in which way you're implementing these 1 time counters (displacing cuts, master cuts) into the current fighting system.

    ares007 说:
    Goal 2: I have so far implemented a fighting school in Uxkhal with a fight master there. I am not quite finished with the scene editing and have so far not added any dialog to the fighting master. I have however been experimenting with coding to make the fight master demonstrate the new mechanics (by using them on you :smile: ) and will soon begin coding training "minigames". After that, I will put all these things as options from dialog.
    Getting the art of fighting knocked in your head by a fighting master and then practicing the new techniques in minigames sounds appealing. :twisted:
    Will we be able to also spar with some of the greater swordmasters?

    About the 5-time counters: I'm not sure if  I get that right but I assume he's referring to a chain of displacing cuts or counters or maybe even combinations in the bind.
    Said in more simple words: (1-time)counters for (1-time)counters

    ares007 说:
    QuailLover 说:
    I actually think it would be interesting, if it included a branching story line. About your character becoming a famous duelist, or something like that. Warband needs more story mods.
    I probably wasn't going to do exactly what you are thinking, but my long term goal was to implement something that is perhaps similar. Basically you would be able to become a student to a fighting master and you would progress through the ranks until you become a master yourself. Then you would be able to have your own school. Something like that.
    There is a mod somewhere here in the forums about travelling in a lords army. Could maybe be an idea to travel as a follower of such a fighting master? Just an idea anyway^^

    Addition:Found it. It's called freelancer --> http://forums.taleworlds.com/index.php/topic,174845.msg4199986.html#msg4199986

    Glad to find someone willing to dig around in the european martial arts. These were buried way too long and it's a shame only a few theoretical scripts have survived. The Art of Fighting was way more developed than today about already over a thousand years ago. Well, enough lamenting for today^^. I'm glad to see this mod progressing and
    Keep up the good work :grin:
  12. Thulgar

    SP Native [WB] Kunst des Fechtens (Art of fighting) (initial testing has begun)

    Sounds good though I'm getting much more excited by improved swordfighting than by differences between 12th and 15th century.
    It's your mod so do as you wish. I think we're most likely gonna love what you're going to release :wink:
    Keep it up:wink:
  13. Thulgar

    SP Native [WB] Kunst des Fechtens (Art of fighting) (initial testing has begun)

    ThaneWulfgharn 说:
    Will you add the "weight" feature(so a character with a very high strength(23 or such) can wield a bastard sword like a 1h one and 2h swords like bastard ones) and Dual-Wielding(couldn't finish script)?
    Only optional I hope if at all...
    1. Swinging something as big as a 2h sword (flamberge etc.) with one hand looks ridicoulus.
    2. It kinda kills the point of 2h swordfighting. If I can make immense damage with a 2h weapon WHILE using a shield, why should I ever leave the shield at home?
    Just my opinion :wink:
  14. Thulgar

    SP Native [WB] Kunst des Fechtens (Art of fighting) (initial testing has begun)

    ares007 说:
    This will definitely need a lot of testing, so expect to have something for testing some time this summer :razz:
    Can't wait for it :grin:
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