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  1. Keln

    The cavalry has insufficient impact.

    You can go watch some Hollywood movies or play game from Total War series. Because they invented the spectacular scenes of a large cavalry charge defeating the infantry.

    Just recently I had a good laugh about it when I discovered that "famous" French cavalry charge against English longbowmen at the battle of Agincount have never happened and French knights have charged English line of foot :smile:))

    But I do agree that those cavalry scenes in Hollywood movies and Total War games look good. They just don't not use real horses and real people. Other then for tricks.

    The Polish Winged Hussars at Vienna would like to know your location.
  2. Keln

    The cavalry has insufficient impact.

    That's all nice and good, but you forgot Newton's 3rd law of Physic: "For every action, there is equal and opposite reaction".

    And this is how Newton's 3rd law works on horses colliding in to people:



    That horse had to be put down later because of the injuries it have suffered during collision and fall. "Cavalryman" ended up in the hospital.

    So if cavalry's impact damage is too low, so is the infantry's impact damage on horses.

    Cavalry can already push through densest formations of infantry making cavalry effective enough, we don't need unrealistic "impact damage". Horse was means of transportation, it wasn't battering ram. Cavalry have weapons to kill infantry, not their mounts.

    I do hope you know the difference between a warhorse and a racing horse. Completely different breeds of horses are used for racing, hauling, and fighting. An actual warhorse from medieval period is HUGE (mass, not height), very heavy, strong, and not as fast as a typical race horse, which tends to be smaller.

    I would never use a race horse to charge in battle. But an actual warhorse? Those were the battle tanks of their time. And they could charge infantry lines over and over and over without getting hurt.

    There is a reason whymany European countries developed cavalry-heavy armies (like France and Poland-Lithuania), and there is a reason why many nations developed spear wall formations and laying down barriers in front of their lines.

    I can't believe you literally compared a race horse to an actual warhorse.
  3. Keln

    I think Companion stats need a rework.

    I hate companions and the whole skill and attribute system, even for the player character, that they have made. It's too difficult to work with. I'd just as soon not have skills or leveling up at all than this weird system they came up with.

    I mean think about it...the real leveling up is getting better at the game. It's already built in. There doesn't need to be a skill system. Just open up all perks and make them based on renown and other action-based stats, and get rid of the XP format.
  4. Keln

    The value of Castles vs Towns

    Castles at last should be mini towns with Inn and some notables maybe even some market.
    Right now they are mostly useless.

    Many towns grew up around castles. I don't know why this has never been implemented in M&B games. They should basically be small towns.
  5. Keln

    The value of Castles vs Towns

    I'm not sure about requiring to attack them but they should provide strategic and tactical value. I like the ideas you have suggested.

    Right now, I try NOT to get them.

    Well the entire point of castles in history was to have fortifications that guard access to villages and towns. In reality, you couldn't just lay siege to an actual city when it is surrounded by castles. They were usually built in strategic locations that either physically blocked access to important areas, or at the least provided a lot time for cities and villages to know an invasion was coming. It was castles, not actual cities, that were the real defense of a realm. Towns actually fell pretty easily, because the real fighting was done at the castles and cities tend to grow too large to completely wall off and protect.

    So yes, the way to make castles function properly in the game is to require all castles connected to a city to be taken before the city can be besieged. And villages should not be "raidable" unless its castle is under siege or its town is accessible for being besieged. That would clean up warfare quite a bit and add actual strategy to the game.
  6. Keln

    Splash damage on firearma

    oroboros 说:
    You find the stuff in the module system files which you need for modding M&B - you can get the module system here http://forums.taleworlds.com/index.php/topic,111706.0.html
    For compiling the module system you need to have Python installed on your PC.
    The ti_on_missile_hit, ti_on_weapon_attack, etc., are triggers in module_items.

    Yeah, I got that figured out now. Since it's in a mod, in this case Floris, then the module system doesn't work and I got the Floris development stuff...but that is way complicated with all of the folders compared to the simple module system and I'll save all of that nonsense for a rainy day. Thanks for the reply.  :mrgreen:
  7. Keln

    Splash damage on firearma

    Somebody 说:
    You basically have two sources of inflicting damage -
    插入代码块:
    add_missile
    and
    插入代码块:
    agent_deliver_damage_to_agent
    . There are also ways of catching when projectiles are emitted or hit stuff - they are ti_on_weapon_attack (when you shoot a gun), ti_on_missile_hit (when an ammo hits something), ti_on_scene_prop_hit (prop is hit), ti_on_agent_hit (agent is hit). The most straightforward way of making use of these triggers is to define a special cannon ammo and then use ti_on_missile_hit to catch it. Then, find agents within a certain distance of the missile and inflict damage with
    插入代码块:
    agent_deliver_damage_to_agent
    . While randomizing added shrapnel is more realistic, it's slightly more complicated and combining the two will probably be more satisfactory.

    Thanks for replying. I get the gist of what you're saying...but where exactly do I find these values/triggers/whatever. What file(s) do I attempt to modify and where? I'm not a noob at modding games in general so I can probably pick it up quick with some trial and error, but I am a noob at modding M&B and have no idea which files are the prime ones for doing this.
  8. Keln

    Splash damage on firearma

    I've been playing Warband for a long long time and lately I've been tweaking things in the game just for kicks. I had an idea where I wanted to add the effect of a cannon firing an exploding projectile. Looks don't matter to me much, so I wanted to use a blunderbus (I'm using the expanded Floris...
  9. Keln

    Diplomacy + Companions

    Thanks for the reply. Yeah, I looked at the companion tutorial yesterday I believe it was, and in all honesty got a little overwhelmed at the length of it.

    And I always use Notepad++ for this type of thing, although I have not done any modding of M&B. New project I suppose.
  10. Keln

    Diplomacy + Companions

    I've been playing with the "Diplomacy 3.3.2 + Companions" mod for a long time now, and I noticed there is a new update to Diplomacy itself...is there a new Diplomacy + Companions module out there? Or how would I incorporate the newer diplomacy with the companions mod. I'd like to try the new...
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