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  • 用户:Goofy
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  1. Offical Vocals Sound Pack

    And I thought I could give you an incentive to discover your female side :wink:
  2. Offical Vocals Sound Pack

    Recently I had to fight a big group of female refugees in one of the mods and when they received their first hits, they sounded like a horde of chickens  :mrgreen:
  3. The reinforcements system has gradually changed; let's talk about it

    The last one is a nice idea. However, it should be implemented in such a way that your scattered army tries to get together and not just wanders around the map aimlessly. So for example if you see a group of your former army they will move into your direction and not a random one.
  4. Why is a bastard sword called that?

    phbbbt107 说:
    I thought rapiers were used for duelling, not longswords. Unless you're talking about duelling before the development of the rapier.

    From what little I do know I would say that they were used both. For example the German Joachim Meyer wrote a couple of books in 1550 about fencing. One dealt with the 'Schwerdt' (according to pictures it is nowadays called bastard sword) and another with fencing with a 'Rappier'.
  5. The reinforcements system has gradually changed; let's talk about it

    Your memorey really must be much better than mine :smile: 0.632 was my first version but I cannot recall how it was back then. Actually I am not that unhappy with the current system. The flipping back to the attack screen could be understood as some form of regrouping. However, it would be nice ifyour reinforcements would arrive a bit earlier and not when your force has been decimated to a handfull of men. The tactic skill could play a role here, e.g. your reinforcements do come more often and earlier when you have a better skill in porder to keep the number of your men on the level when the battle started. Furthermore it would be cool too choose which units you want to start with and which should come in as a reserve. Well, there has been already lots of discussions about this topic...
  6. Why is a bastard sword called that?

    I am prett sure that the term - like Big J Money said - is not medieveal though I thought it to be more modern (Big J Money, do you happen to have a source for the French origin of the term?). As far as I know the contemporary term was 'lange svert' in medieval German which simply means 'long sword'. The first of these swords can be dated back to the midth of the 13th century (I can provide a link if someone is interested). Their use in this time is still unclear but probably they were used to overcome the increasingly heavier armour. In the Late Middle Ages the blade became more pointy to exploit small slits in the plate armour. At this time you also find an increasing number of fencing manuals where the use of these swords is described (Talhoffer is probably one of the most famous examples). In these manuals the sword is (almost) always used with two hands.
  7. Vocals feedback

    Are you guys sure that bows actually make sounds when you draw it? I'm pretty sure that mine doesn't. Ok, I only have a very cheap bow with lots of glasfibre, maybe its different for original bows. Btw, does anyone else think that the crossbow sounds like some kind of pneumatic device? :wink:
  8. SP Musket Era Waterloo Mod (Version 0.4!! - Updated May 4th) - Help Wanted -

    So far this mod looks really nice :smile: It is very interesting to watch a line of your own men firing at a small group of charching black khergits  :twisted:

    The skill for crossbows (why crossbow and not firearms?) rises too fast due to the huge amount of damage the fire weapons make. I think I got +11 for one of my first shots.
    Compared to other mods with fire weapons (Mesoamerican or 162:cool: yours are very acurate. I can make almost sure headshots a quite big distance already at level five or six.
    The stats for the troops seem strange to me. The peasants only have a weapon skill of 15; this seems very low.
    The stats for the horse seem extremly high though I noticed that the speed on the battlefield is not that much over the top.
    Some information about the different troop types and their historical background would be very nice.
  9. there's still a limit to the number of troop types you can have

    ROTFL@Janus So that's your favorite afternoon tv program?
    So forget about 'civilized" medieval times, we are back to hunter-gatherers :smile:

    Maybe leadership should effect the number of different troop kinds, like with zero points you can control only one faction and with each additional point another one.
  10. Vocals feedback

    However, I like the overpowering effect. It seems more realistiv to me that you hear your own sounds and those of your horse much louder than the surrounding ones.
  11. Version 0.751 is out

    -Fixed mounted units victory animation.

    It still looks a bit wooden (is this understandable in English or just badly translated German?). Maybe they could just raise one arm or move a bit more dynamically.
  12. Vocals feedback

    I have played the new version (0.751) for a few hours and here are a couple of thoughts:
    - The sound of the own horse is very good. It is quite loud so that other sounds disappear a bit in the bcakground unless you are really close. Maybe it could sound a bit more pounding.
    - When you are charged by a big number of horses, it would be cool if there could be a more impressive galloping sound, something that makes you feel the ground shake :smile:
    - I agree with what has been said about the victory cries. Especially when there is a crowd of your people there should be a "group victory" sound.
    - This is probably diffcult to implement: shouts should be related to the situation. For example if you have unhorsed a knight and ride away to shoot him with the bow (jepp, naughty me!) "coward!" would be appropriate. Or when you give the order to charge something like "Kill them all!" would be cool.
    - Orders should be available as sounds.
    - The different vactions should have different warcries, shouts etc.

    I think that's all so far. All in all I really, really like the addition of cries and shouts  :smile:
  13. Version 0.751 is out

    The new sounds are terrific! They add a lot to the atmosphere on the battlefield. Not to mention all these nice, little new features like horses running around, the revamped leadership skill... Sometimes life's just great  :grin:
  14. The Last Days v2.4 (for .808) ---Next Release Date Unknown!

    This answer might come a bit late:
    Afaik the "anti-cavalry-stakes" are called "spanische Reiter" in German, which translated word-for-word means "spanish rider". Normally you put three stakes together to build a tripod.
    Would be cool, if these things would actually hurt the horses and not just block them.

    Oh, and btw, AWESOME mod! :eek:
  15. The Last Days v2.4 (for .808) ---Next Release Date Unknown!

    If there will be elves as heroes I demand that there will be elves as food as well. :twisted:

    Elf burger for the Uruks!
  16. Leadership: remove slot limit-save only troop limit number!!

    Maybe you are right. Maybe commands could be limited by the tactics skill. Anyway I think that an experienced leader can lead his men more effectively which could be represented by the available commands.
  17. Leadership: remove slot limit-save only troop limit number!!

    I hate the current system :smile:
    One slot can contain 20 knights or 1 peasant, still it counts as one used slot. What has that to do with good leadership? What has it got to do with bad leadership when my farmers cannot upgrade to watchmen, just because one slot is missing?
    In a different thread someone said it should reflect the difficulty to control various troop types. I could agree to that up to a certain point but what is the difference between horseman and knights? They are both cavalary, the only difference is their training and discipline.

    I was thinking about an alternative way (some things have already been mentioned):
    - have extra slots for heroes
    - as it is now, leadership should limit the maximum number of soldiers
    - leadership determines how far your troops can advance, e.g. you would need a leadership of 4 to command knights
    - leadership could also determine the variety of commands during battle
    - leadership should determine moral(e?)
  18. bodkin arrows and barbed arrows

    Crossbows and axes have a bonus against shields. Maybe something like this could be used for the different arrow types as well.
  19. SP Native Release: Alternative four ways inn

    Awesome work! However, I miss the four ways. I always imagined the inn standing at a crossroad of your big trading routes. Then the fortification makes sense as well.

    Have I mentioned that it is an awesome piece of work? :smile:
  20. morale

    Morale should definitely be in the final game, at least as an option. Leadership should play a role but also banners, holy relics, blessings, reputation of commander, heros etc. could play a role.

    As for the discussed problem, a slightly lame solution could be, that they at least start a fight (make a final stand) and then start to run after the first few hits. Taking prisoners should not be that easy. If someone surrenders on the battlefiled, you need someone to guard him... or you cut him down if you can not spare anyone.

    PS: Fatigue is also a nice idea.
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