Critique, Suggestions & maybe 1 Bug

X-bow dmg is inferior compared to bows dmg - should x-bows dmg thus be increased or balanced?

  • No, it's fine as it is

    选票: 3 33.3%
  • Yes, x-bow dmg should be increased or balanced

    选票: 6 66.7%

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oroboros

Squire
As the mod now is slowly nearing its end as far as development is concerned, I have some points of critique, some suggestions and discovered maybe a bug. And as you already know me and my love for walls of texts, some of them are quite lengthy, therefore spoilers.

1. Noble companions

Now that the new companion system has been integrated since long enough and it is impossible to get the all-29-powerhouse version anymore, and will last very, very long until you have gathered 20 of them, if you don't cheat, I have to say something about companions.

While I somehow can understand why the merc companions are not the best equipped and best of fighters, due to party skills and such, I have not the slightest comprehension for why noble companions, who have been asskicked and trained for combat since they were small kids, are equal or worse than any stupid peasant/militia that has never had any idea whatsoever about fighting, or at least has had a way more worse and shorter training in this subject. And to top that, the noble has partly even worse equipment than the peasant.

I think that lance, sword, shield, gambeson, horse, helmet or maybe bow, arrows, sabre, shield, etc. for the Mongols should be the default equipment of all noble companions. I will get really frustrated if I next time see a 'nobleman' without a helmet, without a sword, just armed with a spear, falchion, crossbow (hell, not even some bolts) and a shield. I mean they are nobles for Pete's sake, so why should they have worse equipment as a peasant recruit like the Huskarl/Bjaermadur in the Nordic states for instance? - Noble companion vs. Nordic peasant = no helmet, no heavy heater, partly no sword for the noble.

As well as the stats, how comes that a farmer's boy, retrobannum pedes, at lvl 5 with strength 9 has a power strike of 3, while a lvl 8 noble companion with strength 11 has a power strike of 2, prof is negligible - 70 for the farmer, 80 for the companion? With enough fighting and training it is possible to train a tier1 horseman within less than a week into a knight, that's from 147 proficiency to 325 in 6 days. A companion starts at a proficiency of 80, or even 110 if it's a noble, and needs some perceived 35 ingame years of constant fighting until he gets to 200, same stats like a homine ad arma, a tierII horseman.

Noble companions should start at roughly the same weapon proficiencies and same stats as a tier1 horseman. That means 120-150 in the 3 main weapons, strength of 10-12, agility 9, with power strike/draw 3-4 and iron flesh 1, riding/horse archery 3, shield 0-2, weapon master 1-3, with the same equipment as the tier1 horseman. They should not be some powerless hobos, who have not even the money to buy themselves some decent shield or head protection, while the completely inexperienced poor peasant next door has a sword, helmet and heavy heater... one evening a tired and wrecked Nordic peasant, called Huskarl, comes home from the fields and talks to his wife 'Hey darling, I am so sorry, I have no money and we've got nothing to eat, hun. But you know what? I've got a helmet and a heavy heater and the stupid nobleman has none of them. And what is even more funny, I could actually ambush and rob 'em. If there aren't more than 2 of them, I'll beat them around the table til Santa comes. Buahahahaha!'...

And even if they start at the same weapon profs as the tier1 horsemen they still miss out on the 3 in shield, 2 in athletics, 4 in weapon master and 5 in riding, 12 agility - so still no superiority for the companion, but that's ok, because you can level them up and they will gradually become better. Yes, ok he can't die and everything, but that doesn't mean anything if they get knocked out after fighting for half a second and then again your troops, which should be strengthened by additional units not weakened, especially if the noble unit is supposed to be a future knight, get killed more often than if you would replace the nobleman with a simple tierI horseman.

Right now the companions max. prof is 110 with some power strike of 3, that's the same as it was in Native for the noble fighter chars, but in Native the knight had only 150 prof. and power strike 5, whereas in 1257AD the knight has 325 prof. and power strike 7 - I think that's a little bit of a very, very big difference and therefore noble companions should be balanced. It still will be hard to get them somewhere near the quality of a tierIII horseman, because it is very hard to raise their weapon prof. in the higher regions - on the contrary to the regular horseman, who get's promoted from tierII to tierIII after fighting and surviving for 3 days and receives a bonus of +65 in his weapon profs, it will take for ages till the companion has raised his ability by 65 points. Even if you have a companion with a prof of 180 and power strike 10, he still will look old against an Armiger Eques with 265 prof and ps of 6 - the Armiger will always be faster and thus hit the companion first.

The solution or approach should not be to tell someone 'Well, if you don't like them, import/export them and change their stats' - this would miss the point completely. Besides all the above, it is not historically accurate for nobles to have worse equipment than peasants or to have had less combat training then militias.
:smile:


2. Prices for weapons, armours and horses

I have to say that the prices are somehow not satisfying. A warhorse was usually the most expensive good a knight had, ie. prices for weapons and armours are too high. Certainly, there were very high quality armours that would cost much money, but while you have to pay 150,000 for a basic stone castle (fortification I), you have to pay over 250,000 for a lordly coat of plates, or 180,000 for a lordly knightly plated mail, which is way too much for the increase in protection they give you. Even the default coat of plates with 35,000 or some 20,000 for a mail coat is too overpriced if I compare it to the 10,000 you have to spend for a heavy warhorse. Armours were expensive, no question, but there were also lower quality armours that could be afforded by some rich peasants or burgher, merchants in a city for instance. One example, with a leadership of 6 you have to pay roughly 250 per week for a knight. Now, let's assume that the knight can save half of his wages, which would accumulate to 6,000 dinar per year, ie. he would have to save his money for 5 years for the default coat of plates, or 3 years and 4 months for a knightly mail, while he would be able to build a basic stone castle with having savings worth of 25 years of wages, he would have to wait for 30 or 40 years in order to buy himself a lordly armour. I doubt it very much that any combat armour of whatever quality would have cost equal or more than a fully developped stone castle with proper fortifications. Of course an armour could be worth several years of a knight's income, but that would then be more something like a reinforced or lordly armour, an exception and an exceptionally well-made masterpiece, and not the usual average-next-joe knightly mail.

Same with weapons, 100,000 for a masterwork 1-h sword? That's 10 heavy war horses - really? Then weapons like shortened military scythes and glaives, weapons that regular soldiers are using, many times peasant militias - what gives, why does the default glaive cost over 20,000? Or the studded club - why should I spend almost 10,000 for a heavy wooden baseball bat with rivets in it? I would rather go into the next forest, pick myself some nice piece of wood, go to the smith and buy some nails and produce that same weapon myself, would even give it a spike, for less than 10 dinar. How does a lord supply his army with weapons/armours if he has to pay for the default equipment of one soldier some 10,000-50,000 dinar? Because the lord would certainly and undoubtedly have to supply them with gear, as surely a regular tierIII soldier, which would be a somewhat wealthy freeman/burgher, can in no way afford to buy himself a mail shirt for 10,000 dinar. He either would have to sell his home, and give his family into slavery, including the grandparents, or he would have to save all his money for the next 15-20 years in order to buy himself a mail shirt. Quasi at the high age of 40 years when most of them would barely be able to move due to rheumatism he then would have a mail shirt - helmet, weapons, boots not yet included, that's another 15-20 years.

A default armour and a default sword should cost less than a warhorse, that would be historically accurate, and not as it is right of now, where a default great helm is more expensive than a heavy warhorse. You'd still have the higher quality armours in game which would then cost much more than a regular warhorse.

On the following link, for instance, you can see that a warhorse did cost up to 80 pounds (that's 1600 shillings or 19,200 dinar; this then would maybe be some heavy or spirited warhorse) in the 13th century, while a mail armour would have cost 100 shillings in the 12th century. As there was not that much of a development in mail armour from 12th to 13th century, besides the coat of plates from around 1250 onwards, I think that this still could be a valid approach for 13th century if you take into account the price raise during 100 years, which would maybe put it to 150-250 shillings, maybe 300 shillings for a coat of plates, which would be 7-15 pounds or 1,800 - 3,600 dinar. The complete set of armour of some random knight in 1374 is given with a worth of 16 pounds 6 shillings and 8 dinar (that's roughly 326 shillings or 3,920 dinar), while the armour of some Thomas of Woodstock (the first hippy), duke of Gloucester in 1397 is given with a worth of 103 pounds (2060 shillings; 24,720 dinar) - but that would be more some kind of a reinforced armour then.

The wages for a knight were 2 shillings per day, that's 730 shillings per year, or 8,760 dinar, double as much for a knight banneret (17,520 dinar) - wages are from the year 1316. That means 1257AD is actually pretty close to reality as far as a knight's wages are concerned, as you have to pay roughly 10,000 dinar with leadership 10, and ~15,000 dinar with leadership 3-4 for 1 knight per year. In 1300, a lord would earn between 100 and 500+ pounds per year (24,000 - 120,000+ dinar / ~500 - 2,300+ dinar per week) while a higher an very rich noble, like an Earl, with much lands would earn on average between 400 and 11,000 pounds (rare) per year (96,000 - 2,640,000 dinar / ~1,850 - 50,800 d per week). In the game it is possible to make 1,000,000 dinar per year if you're ambitious into that direction, maybe even 2,000,000 if you're focussing on making money only. So income is again comparably realistic depicted in 1257AD. Wages for cav units like squire, man-at-arms were 140 dinar per week, again head on. Wages for armoured infantry, mounted archers (turkopol,-man), etc. were ~42 dinar per week, another hit. All wages for the years between 1316-1346. Although the time frame is somewhat later, it's nevertheless all pretty close to reality. And so it should be for armours, weapons and horses too.

http://whitebard.tripod.com/prices.htm

Also this paragraph would be interesting to notice:
Note: ... It was mandatory in England for all freemen to own certain types of weapons and armor. (In 1181 every freeman having goods worth 10 marks (1 mark = 13s 4d; or 264 dinar) had to have a mail shirt, a helmet, and a spear. All other freemen should have helmet, spear, and gambeson (quilted armor) [4], p. 39). Later, the government stored arms and armour in churches for use; in the 13th century anyone with an income of L2-L5 (wealthy peasants) ... that's 2-5 pounds and equals 480-1200 dinar ... had to have bows; archery practice became compulsory on Sundays and holidays...

--> eg. the 10 mark freeman had a stock of goods of 2640 dinar and was supposed to provide himself with a helmet and a mail shirt. Assuming the guy would have lived in the mod, then how in the name of god should he be able to afford 15,000 dinar for a helmet and a mail shirt, while all he owns is maybe only worth 5,000-10,000?


To get an idea about the relation between the price for an armour/sword and warhorse and prices for other stuff, converted into Euros, you can look at the following link and the price table there, prices for goods are from around the years 900-1000, and further below on the same page is a table of what a wealthy knight of the 3rd crusade (1189-1192) would carry with him and what it would have been worth in Euros around 10 years ago. Unfortunately it is in German, but maybe you get the idea (though he made some calculation mistakes)

http://www.mittelalter-server.de/Mittelalter-Geld/Das-Mittelalter-Geld-im-Mittelalter_Preise.html

I've translated and corrected the table from the above link

sword + scabbard            7.600,00
shield + lance                  3.500,00
gaiters, ect.                    12.000,00 this would be mail boots in the game
helmet                            11.000,00
mail shirt                        21.000,00
or mail coat                    24.000,00 which would be a knightly mail with surcoat in the game
3 riding/pack horses      72.000,00
1 warhorse                    70,000.00
------------------------------------------------------
total with mail shirt      197.100,00
total with mail coat      200.100,00

From this table we can see that a sword (given the time that's probably a 1-h sword) was around 1/3 of the price of a mail coat and the mail coat was around 1/3 of the price of a warhorse. In game the relation is roughly the same, a 1-h sword has about 1/3 of the value of a mail hauberk. What is not correct is that the prices for sword/mail are way too high, and that a war horse costs only 1/3 of a mail hauberk - the other way round would be right.

If you wanted to have a completely realistic and historically accurate depiction of prices, then you would have to reduce the value of most of the weapons and armours by 80% or more, the scythe-glaive-stuff by at least 90%, raise the prices for war horses somewhat, double the prices for other horses, and at least double the price for building a castle, it should be somewhere in the region of 500,000 dinar. 

If you try it out, shop prices could then be something like the following: A knightly mail would cost some 3,000 dinar, coat of plates maybe 3,500, a mail shirt some 2,000, veteran mail/arab mail shirt 2,500; gambesons/kipchac/mongol/iberian/imarat leather armour 100-300d. A sword would be between 500 (short sword) and 1,500 dinar (longsword), cleavers, 1-h maces, 1-h axes, hatchets, fighting picks, other cheap stuff maybe 5-150 d. Helmets 500-1,500 d, mittens/gauntlets maybe 100-200 dinar, gloves 5d. Plated,splinted/chausses/mail boots 600-1,200 d., other boots some 5-20d. Scythes, 2-h axes, glaives, 2-h cleavers and stuff probably would not cost more than 100-300d, bows+crossbows too, or even less. Warhorse should cost 8,000 dinar, other horses 500-2,500 dinar. Shields, spears, throws, arrows, bolts and stuff is really cheap and probably shouldn't cost more than ~10-50 dinar, maybe 50-200 for lances.

If we take the above mentioned prices, a masterwork longsword would then still cost some 26,250 dinar, balanced some 5,250 dinar, 1-h masterwork sword some 18,000 dinar, balanced 3,900. A champion warhorse would cost 116,000 dinar, spirited 52,000 and heavy 15,200 dinar. A lordly coat of plates were in the region of 40,250 dinar (~ 4 years of a knight's wages) and a lordly knightly mail around 34,500. You could equip 11 companions for around 170,000 dinar with default stuff, ie. a knightly mail + warhorse +1-h sword + greathelm + shield + lance + mail boots + mittens. If you equip yourself with the best stuff, you would probably have to spend some 250,000 for your gear, that's still 420,000 dinar all in all, which have to be earned first. If you want to give your companions a few goodies, then this will succeed 500,000 with ease, still not cheap. Prices for various buildings in the fort. manor, village, are roughly ok, but a basic castle should maybe cost some 200,000 d, and stone fortification I some 180,000 and II some 120,000 (but only if it's not bugged and it should be really worth it and an advantage to have the fortifics).

I'm not sure if it wouldn't take some 'salt' out of the game, cause you don't have to work that hard in order to buy you some lordly champion masterwork stuff, but on the other hand, if you want your companions all equipped with nice default stuff, lordly champion masterwork gear for you, and a completely upgraded castle, including the fort. manor completely upgraded you'd still have to spend 1 million. That's 1-2 ingame years of hard work. And if you can build more than 1 castles, and upgrade more than 1 manor, there still would be some reason left to save the money for - 700,000 for another completely upgraded castle+fortified manor.

For the above to work, the loot values would have to be drastically increased, so that the loot is still something worth and can be sold in towns.


3. Crossbows are too weak

Crossbows in this mod are too weak. It would solve the problem if either the crossbow dmg or the bolt dmg would be changed from cut to pierce or increase the x-bow dmg by some 20-30 points. I don't think that they then will become overpowered because I did some tests on this with my char using once crossbows + bolts with piercing dmg, and another time a bow with, same skills - the crossbow would deal about as much damage as a bow with the power draw being 1-2 points over the requirement of the bow. With 3-4 points over the requirement I still delivered more dmg with the bow than with a crossbow with piercing dmg bolts. And there are more than enough guys around who have 3-4 points more than the requirement of their bows, with an insane proficieny, like the Merghen Karvaach with pd of 7 and 375 prof, Cuman vet horse archer with the same stats, Cymry bowmen with pd 8-9 and 430 prof, while on the other hand there's only 1 unit with 300 in crossbows and that's the Genoese x-men.


4. Turkopoles in the holy lands are useless

They will either equip a bow or arrows, never both of them, which makes them utterly useless as they always will try to use their polearms from horseback and in melee, which is their worst skill (130 prof.), while their 300 bow prof with pd of 6 and their 1-h prof of 220 with ps 3 will almost never be used. To eliminate polearms from their inventory did solve the problem, if they even had only 1 plearm in the inventory, most of them would again choose the polearm. To eliminate the polearms from them isn't so devious, as other Turkomans in other countries have the same stats but no polearms. So maybe it would be good to not give them polearms so that they are at least somewhat useful and can shoot 1 or 2 arrows before they die. Or split the unit into lancer and horse archer like it is with the Mamluk turkomans.


5. Spear bracing

It should only be possible to brace a spear if the unit doesn't move and has no shield, as it is right now it is ridiculously overpowered. No reason why a war horse should receive some 50 dmg from a braced spear only because it walks out of a block of spearmen with 0.05 kilometres per hour. The horses keep dying out of shock and fear if they only see a spearman with his braced spear some distance away, it's almost like an invisible horse-redeemer. Maybe it is possible to make only certain spears braceable, like the ones with a length of above 150. Or some timer thing, so that they can only brace again after 1 minute has passed since their first braced hit or such. It is ok if the first cavs are dehorsed by braced spears but if the rest of them, that are behind them are also brought down, and the third and fourth ones also, by the same spearmen that are not even looking at them but have their spears braced, hmmm, I don't know, but I don't like it. Don't know if lances are also braceable, but if not, you could give the shorter spears the 'couchable' flag and then only the longer ones would count as spears and could thus be used for spear bracing while the shorter ones would count as lances.


6. A propos lances

They technically have the length of 280 or whatever but they still look like 180 or 190, maybe it is possible to stretch them a little bit so that their models correspond somewhat more to their real length.


7. Helmet values for open faced helmets, coifs, etc.

Are too high. If you poke someone with a pointy thing into his face or even the eyes once, he won't be that much enthusiastic to continue fighting, same if he gets a bolt or arrow into his face -> end of story.


8. I've forgotten my data for your bugtracking site and want to report something I've encountered at revision 100

Don't know if you have recognized it or if it has been reported already, but at revision 100 I've encountered the unit Sharif Fursan Al Arab on my crusades, and they have quite some extravagant stats.

I've made a screenshot from Morgh's Editor

trpbedouincav3shariffur.jpg



Well, I guess that's everything I had to say. If you maybe find some ideas appealing it would be nice, I could even help you with items, companions and stuff. If not, I'll continue to play the mod with the current stuff, as it still is the best mod out there for Warband :grin:

 
Dude... Everything you have said mirrors what I think, you just managed to say it much more eloquently than I did. I just posted yesterday about masterwork swords costing more than a castle, lol. And I agree about open faced helmets. You obviously did a lot of research. Kudos to you.
 
Well, I think the siege crossbow needs that 20-30 points of damage bonus. Bows will be still more powerful, but at least the siege xbow will have some "real" feeling.
 
Excellent oroboros!! Well you are like a novel :smile:
but your points are always in the heart of things :grin:
Edit:Crossbows might need indeed some tweaking, it takes three
bolts to take a tier2 soldier down.
 
can agree with all but the spear bracing. Think it would be much better if the damage depended on speed.
 
I agree, especialy with the helmet part. Sadly I find it gamebreaking seeing how it hamper melee combat. Having to aim for the torso/arm with an axe is just meh...
 
Well crossbows were made to take down units with armor so realistically it should be much more powerful than a bow. I was wondering why my xbow hardly killed anyone no matter how high i leveled it up lol. Also warhorses do cost way to much for how easily they're killed. I spend so much unnecessary money on coursers/palfreys after some spear man ones hits the horse :sad:.
 
AtlasJackal 说:
Well crossbows were made to take down units with armor so realistically it should be much more powerful than a bow. I was wondering why my xbow hardly killed anyone no matter how high i leveled it up lol. Also warhorses do cost way to much for how easily they're killed. I spend so much unnecessary money on coursers/palfreys after some spear man ones hits the horse :sad:.
I do agree about horses as i already posted
 
About crossbows (and in some respect helmets), you have my support all life long... too much headshots with siege crossbow at 0 damage, even at almost point blank range (xbow prof. at 250 against a kettle elm). Crossbows were the ultimate ranged "can opener" against heavy armors, in this aspect far more efficient than any bow.

Braced spears the same.. if you skewer a horse turning it into a huge spitted peace of meat you should at least lose your spear (the same as a breakable lance) and bracing spear should be done standing still (and maybe be time costing, like you have to fix the butt on your lance in the ground to prepare yourself for the impact against a 6/7 hundred kilo horse-bullet  :grin:)

 
I completely agree with the need of a change for the spear bracing. In the native horse charge was overpower and heavy cavalry unstoppable but now, as you were saying my 50000 gold heavy charge horse is dieing of a hard attack when he see a spear infantry. At the beginning i believed that my horses were dieing because there were low level and no armor.

I'm no moder so i don't know how difficult is to change it. Beside the ideas of :
- a bracing timer or
- only bracing when holding still, or
- position bracing check, only effective it facing the horse charge
- only long spear bracing or
- spear/lance lenghts check, if the cavalry lance is too long an it hits first, no more spear bracing
- bracing damage linked to the speed of the impact (this is the most obvious for me) etc etc
what is more important is the balance of the game, not to overpower cavalry again. So I'm ready to admit that a peasant with a 2 foot spear can brace my armoured horse while charging with a 14 foot war lance IF we have balanced fights.

I have to admit that even if my horse die every two battle i enjoy this because it forces me to be smart about my mounted attacks. :grin:
 
I love xbows sadly they are useless in this mod
All sources confirm that it was a weapon capable of piercing armors 
Therefore killing nobles even by simple peasant that was the reason to condemn and forbid this deadly weapon
Mostly used by mercenaries of the period
Not only dmg should be increased bud speed rating as well depending on ur proficiency
In my humble opinion
 
Msciwoj Gniewko the First 说:
I love xbows sadly they are useless in this mod
All sources confirm that it was a weapon capable of piercing armors 
Therefore killing nobles even by simple peasant that was the reason to condemn and forbid this deadly weapon
Mostly used by mercenaries of the period
Not only dmg should be increased bud speed rating as well depending on ur proficiency
In my humble opinion

Crossbows were capable of piercing armour but only the strong ones (ones with cranequin). There fore, the speed rating of a armour piercing crossbow should be low
 
Mounted knights armed with lances proved ineffective against formations of pikemen combined with crossbowmen whose weapons could penetrate most knights' armor.
:cool:
Although a longbow achieves comparable accuracy and faster shooting rate than an average crossbow, crossbows release more kinetic energy and can be used effectively after a week of training, while a comparable single-shot skill with a longbow takes years of strength training to overcome the draw strength of the longbow, as well as years of practice needed to use it with skill.
THis is form Wikipedia but I came across that in many books of the period
Also its true they were condemned
Can. 29 of the Second Lateran Council under Pope Innocent II in 1139 banned the use of crossbows against Christians.[61]
 
Mounted knights armed with lances proved ineffective against formations of pikemen combined with crossbowmen whose weapons could penetrate most knights' armor.
Pikeman? This is atleast mid XV th. century then.  Crossbows where more advance at the time, with cranequin and other neat stuff. I have yet to see any crossbows with cranequin in XIIIth. century.

Although a longbow achieves comparable accuracy and faster shooting rate than an average crossbow, crossbows release more kinetic energy and can be used effectively after a week of training, while a comparable single-shot skill with a longbow takes years of strength training to overcome the draw strength of the longbow, as well as years of practice needed to use it with skill.
Yes. That's the main issue nobility, pope and other fancy-pants had with the crossbows is that bowman had to work for months or even years to be effective in battle. With a crossbow, a peasant could almost master it over a day of training.

THis is form Wikipedia but I came across that in many books of the period
I'm interested in mainly primary sources. Modern interpretations are.... well interpretations and will probably not change my own point of view. I'm lazy and you need to brainwash me to force me to work on rebalancing stuff. While i'm not saying that a crossbow could not kill an armored knight. I'm saying that it would not be as effective armor penetrator as some of you like to think.

On some other points.
Open face helmets - the game engine does not have the ability to distinquish helmets(open or closed helmet) or the hid was done on top of the head or to the face. So higher point of helmets where chosen to favor the meele experience.

Spear bracing. You can always turn them off(mod options - spear brace). Ideas like spear bracing while standing will not work, as AI recalculates it's position of the formations each couple of seconds. In other words, it would hardly work for AI while the player could easily neutralize AI cavalry. Tho some stat adjustment might be needed, I agree.

Companions will probably be made into totally dynamic bunch, when we finally decide to get WSE in.
 
With regards to the helmets, I really think open faced helmets should offer less protection than they do. Just for the sake of accuracy. I get that you cant really fully capture that it covers some areas but not others, but given that roughly a quarter of your head is left uncovered, open faced helmets could maybe only provide three quarters the protection of full-faced helmets, just to cover the statistical frequency of hits to the face.
 
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