Final Final version of 1257ad

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You are comparing a commercial DLC with a mod that people make as a hobby. Sadly I do not have the time(money) or the manpower to maintain a separate formation system.

I personally never had any issues with formations - and I tried multiple times to replicate issues that some players had with it over the years - never succeeded. Sorry.
 
Nobody is asking for a separate formation system though, just an option to toggle all the advanced stuff off and revert the AI behaviour to vanilla in the camp menu.

Not just VC has this. Brytenwalda does and several other mods too.

I love your formation system but at times (not always) very nasty quirks can happen.
 
YourStepDad said:
Nobody is asking for a separate formation system though, just an option to toggle all the advanced stuff off and revert the AI behaviour to vanilla in the camp menu.

That what you are asking for - keep both the current and the old formation system (as an option trigger). That's two formation systems.

Anyway - won't happen, sorry.
 
DrTomas said:
That what you are asking for - keep both the current and the old formation system (as an option trigger). That's two formation systems.

Anyway - won't happen, sorry.

Hi DrTomas,
Can u add Great Winged Helm to the final version??? Knowing that u have so many other stuffs to do to complete the mod, :sad:
but I really love to see Teutonic Knights in Great Winged Helm. Like this video
https://www.youtube.com/watch?v=HJKwIJ9wSXE
 
nvphuong said:
DrTomas said:
That what you are asking for - keep both the current and the old formation system (as an option trigger). That's two formation systems.

Anyway - won't happen, sorry.

Hi DrTomas,
Can u add Great Winged Helm to the final version??? Knowing that u have so many other stuffs to do to complete the mod, :sad:
but I really love to see Teutonic Knights in Great Winged Helm. Like this video
https://www.youtube.com/watch?v=HJKwIJ9wSXE

You can add them yourself. It's  actually very easy and there are many guides on how to add items.
 
Hello.
Among all the mods for M&B, AD 1257 is undoubtedly the BEST one I've ever played. I just tweaked a bit the stat of armours to make warhorses and heavily armoured knights almost unstoppable on the battlefield (and about this, inserting a 'stamina' value as in Bryttenwalda wouldn't too bad, I think). Probably I'll have to pump up the power of the crossbows, but I have to make some tests first. Anyway.
Except the fact that the cities are *very* sparse and, overall, the Europe looks really scarcely populated, I can't fit with the alternative companion recruit system.
Actually, the game allows to recruit only ONE companion for each specialization (Engineering, Healing, Tracking, Trading, Training), capping the companion numbers to 5 (while in Warband the cap without having internal tensions is 8 ). Since I was used to train them to be 'specialized' champions on the battlefield, I find this recruitment system too easy about getting them, and too limiting about handling them as troops, since travelling through Europe to find and hire companions as in Warband would be much more fun, IMHO (maybe even with a larger cap, instead of 5 of this mod, or 8 of Warband - don't know).
And, as last thing, I someway miss having Sword Sisters around. I know that in medieval Europe the women-at-arms were more unique than rare, but even in Warband recruiting and levelling those riding, armoured, crossbow-firing girl fighters was *very* difficult. Wouldn't be bad to be able to build up a small unit of elite female cavalry even in this mod.
A thing that would be nice - and useful on the battlefield - would be inserting the chance to apply the coat-of-arms to all companions and troops, shields and armours included. I've noticed that too few items in the game allow the player to wear his own coat of arms, and I often find myself uncapable of wearing a decent arour (as the brigandine) along with my insigna. The horses too are painted with fixed bardings (about that, using the 'default' chainmail-clad horse and the plate-clad charger would be better than having a horse displaying a random color pattern: in battle, I tend to mistake friends and foe when they're in the mess of a melee, while the coat of arms would allow to disable that horrible, horrible floating faction mark).
...and atting a way to upload in single player a personalized banner would be great, but I guess this would be a tad excessive.
For what may be worth, if I may help someway with the project, I'll try my best to do it - with my knowledges, my two cents, or with some work (if I'm capable of).
Thanks for your time and attention, and happy holidays.
 
Well you can get quite many companions. Around 6 for starters. Then 3 more for each culture area where you have a fief. Try it starting a new game as a vassal. You can hire those usual dudes from the town and then you go to your village and invite nobles to hunt -> 3 more.
Also because you can import/export companions you can make their stats to suit your needs. Complete flexibility .
Normal recruiting would be a pain in the ass. You can see how hard it would be trying to find the two book sellers without the traveller's help. Next to impossible.

Coat of Arms companion armor is a good catch. It's slightly annoying that they don't wear your colours and can be hard to identify.

If you intend to do something, you'll likely have to make a submod because this one is getting its final patch (which is mostly bug fixes) very soon.
 
Yokoshima said:
nvphuong said:
DrTomas said:
That what you are asking for - keep both the current and the old formation system (as an option trigger). That's two formation systems.

Anyway - won't happen, sorry.

Hi DrTomas,
Can u add Great Winged Helm to the final version??? Knowing that u have so many other stuffs to do to complete the mod, :sad:
but I really love to see Teutonic Knights in Great Winged Helm. Like this video
https://www.youtube.com/watch?v=HJKwIJ9wSXE

You can add them yourself. It's  actually very easy and there are many guides on how to add items.
Really??? I want to add this Great Winged Helm to Teutonic Kinght not for myself, is that possible ??? I want my troop look like in this video --> https://www.youtube.com/watch?v=HJKwIJ9wSXE . THey're awesome
 
magitsu said:
Coat of Arms companion armor is a good catch. It's slightly annoying that they don't wear your colours and can be hard to identify.

Yep, however no one did would have wear your colours in mass. Nobles would have their own colours andyou did not really want some peasants wearing your coat of arms either. And don't forget, since everyone would have brought their own equipment to war, it would be very hard to enforce some sort of coloring to the peasants. The uniformity of armies are more of 18th century invention.

nvphuong said:
Can u add Great Winged Helm to the final version???

Sorry, but no. It was decided that Winged Great helms are more of early 14th century thing and thus too early for 1257ad.
 
nvphuong said:
Yokoshima said:
nvphuong said:
DrTomas said:
That what you are asking for - keep both the current and the old formation system (as an option trigger). That's two formation systems.

Anyway - won't happen, sorry.

Hi DrTomas,
Can u add Great Winged Helm to the final version??? Knowing that u have so many other stuffs to do to complete the mod, :sad:
but I really love to see Teutonic Knights in Great Winged Helm. Like this video
https://www.youtube.com/watch?v=HJKwIJ9wSXE

You can add them yourself. It's  actually very easy and there are many guides on how to add items.
Really??? I want to add this Great Winged Helm to Teutonic Kinght not for myself, is that possible ??? I want my troop look like in this video --> https://www.youtube.com/watch?v=HJKwIJ9wSXE . THey're awesome

You need to start a new game but yeah, just add the item to the game and use Morghs editor to add it to the knights by editing the troops.txt. Just google the how tos.
 
DrTomas said:
Yep, however no one did would have wear your colours in mass. Nobles would have their own colours andyou did not really want some peasants wearing your coat of arms either. And don't forget, since everyone would have brought their own equipment to war, it would be very hard to enforce some sort of coloring to the peasants. The uniformity of armies are more of 18th century invention.
Indeed, you just have to adapt to the facts and try to follow your formations. Single men you have to deduct from what way they are moving/firing towards or away from.
 
Kenryu said:
DrTomas said:
Default is 3 for reinforcements, for a while now I think.

There is no plans to rollback to native AI or add functionality to do so.

Thomas, i have to say that first: You are a genius, an really good moder, and i think your work is incredible.
but i have to say this too: your decision about the formation AI is wrong, really wrong. I cant understand how you, a guy who did something amazing and creative with this mod, cant see that the formation AI in your mod is broken. I posted a video about that issue, and i could post 20 more.
I wont annoy you anymore, i hoped till the end you would recognise that problem, and re implement the option to turn the formation system of.

You know, the guys from Brytenwalda made an official DLC "Viking Conquest", and the formation system in that mod is very simmilar to that System in your mod. But the developers knew, the formation system has issues, and you know what they did? They implemented an option to turn the AI formation system off.
I respect you and your work thomas, thats the reason ive made those posts, and addresed this problem. With that AI formation system, the mod is unplayable for me, so i wont play it anymore, and that really sucks, becouse i love1257 AD. but thats not important, i just wanted to add my two cents about this issue. No matter what, for me you are an awesome moder. I wish you the best Thomas.

Hello, it's sad to say, that it's the truth, I love this mod but it is really unplayable with the formations. Such a shame. At least I've seen that is not just me who have this dislike. In Floris mod you have also the option to use the default M&B Warband AI. We all know it has it's issues regarding reality, but this formations AI are not better for sure. I really love the medieval era and this mod does great, but i am saying goodbye to it. Playing a M&B mod and not being able to do battles like it should...farewell 1257 AD.
 
I made a suggestion about sea travel some time ago and I'm not sure if that's still going to be tweaked before the final version is released.

My suggestion was that party speed should not be slower on water and in fact should be much faster. Also your speed on water shouldn't dramatically reduce at night either, it should actually increase or at least stay the same because there's generally more wind.
 
martinopolidis said:
Kenryu said:
DrTomas said:
Default is 3 for reinforcements, for a while now I think.

There is no plans to rollback to native AI or add functionality to do so.

Thomas, i have to say that first: You are a genius, an really good moder, and i think your work is incredible.
but i have to say this too: your decision about the formation AI is wrong, really wrong. I cant understand how you, a guy who did something amazing and creative with this mod, cant see that the formation AI in your mod is broken. I posted a video about that issue, and i could post 20 more.
I wont annoy you anymore, i hoped till the end you would recognise that problem, and re implement the option to turn the formation system of.

You know, the guys from Brytenwalda made an official DLC "Viking Conquest", and the formation system in that mod is very simmilar to that System in your mod. But the developers knew, the formation system has issues, and you know what they did? They implemented an option to turn the AI formation system off.
I respect you and your work thomas, thats the reason ive made those posts, and addresed this problem. With that AI formation system, the mod is unplayable for me, so i wont play it anymore, and that really sucks, becouse i love1257 AD. but thats not important, i just wanted to add my two cents about this issue. No matter what, for me you are an awesome moder. I wish you the best Thomas.

Hello, it's sad to say, that it's the truth, I love this mod but it is really unplayable with the formations. Such a shame. At least I've seen that is not just me who have this dislike. In Floris mod you have also the option to use the default M&B Warband AI. We all know it has it's issues regarding reality, but this formations AI are not better for sure. I really love the medieval era and this mod does great, but i am saying goodbye to it. Playing a M&B mod and not being able to do battles like it should...farewell 1257 AD.

I remember having the same problem with some old versions, but in the most current SVN one. It works fine.
Altho I like native AI better for not believing infantries at the time are so disciplined to have a formation can move onward and backward as a whole and with no weakness on all angles. Only after 16th century Europe could have such a force. 
 
Maneuvering forward and backwards was supposedly quite common and does not require a lot of discipline. Just follow your formation banner/flag when moving forward and backward. Without it you would get tired too quickly.

Native AI is turns the battle into giant braveheart style melee, which is not how battles behave. If you loose sight of your banner or your banner would be taken by the enemy - you would likely to route. Probably because you would not know what to do or who to fight. I imagine, it would be the same if your formations breaks.
 
DrTomas said:
Maneuvering forward and backwards was supposedly quite common and does not require a lot of discipline. Just follow your formation banner/flag when moving forward and backward. Without it you would get tired too quickly.

Native AI is turns the battle into giant braveheart style melee, which is not how battles behave. If you loose sight of your banner or your banner would be taken by the enemy - you would likely to route. Probably because you would not know what to do or who to fight. I imagine, it would be the same if your formations breaks.

well I'm not a medieval warrior so its just what I thought. For starters I believe most infantries, in the case of lance system, are just new recruits to fulfill their duty and trained poorly.

Growing up in a military camp myself, I agree a bunch of poorly trained new recruits could gather a tight formation, and move as a group forward, but maybe first not walking as smoothly as what is in game. What normally would happen is somebody won't be able to keep the pace when they stand together that tightly and turning it into a mess.

Moving backwards, on the other hand, is almost impossible for non-professionals. 1st thing is they will most likely just simply route in battle. They are not knights. Turks could retreat without routing, but not in formation, and that's the closest thing coming to my mind.
Even if they don't for some reasons, what I believe in real life is they would make a turn as a whole group, rather than stepping back blindly(does it ever happen in military history ever?) while still keep the formation.
It is just impossible to have such an army that can orderly doing so at that time in Europe.

Remember not until Frederick the great, with years of rigorous training, could we have oblique order, which also looks like a petty thing, but only after 18th century with well-trained it indeed happened.

What is currently in game is more like Tercio with oblique order to me, especially when I ride around them seeing the unbelievable way they quickly rotate.
On this matter, native battlefield is more convincing to me.

It's not I hate the whole idea. Rather, I just don't like the part where infantry can stay in a tight formation while moving. They should move loosely like in native and then gether formation afterwards. In that way cavalry could crush them when they are striving to maintain a formation, more like what's in history to me. What in game now is I feel like I don't feel a strong need to keep heavy cavalries like miles(light ones still needed for archers). Infantry, at the time, was supposed to buy time for archers to kill the horses, not form into a square that renders cavalry useless. Yes heavy cavalry still works if use correctly, but with the wage I could make better use with something else. I certainly do not expect few knights can kill off an entire square, altho its very likely to be in history, but playing more and more I feel I just use them as heavy infantries --- since even if they do break the formation for few seconds it will quickly regrouped, what's exactly the point of having those 400 cost guys in my army?

In any case, Whether what I said is more realistic or not is not important. The thing is we want to have more options to fit individual better while still on the way for not being too historically inaccurate.

two other suggestions tho:

1. Formation should be disabled once the banner man died, or plus the condition when the formation has been broken. Currently they will run back to regroup with reinforcement no matter what happened. In real life once the formation is broken it's done.   

2. Since we are on discussion now, I wonder is there a way to fix archer's weapon select, a more serious one.
It works better than before, but still I have the problem, when defending a castle, the archers on the towers stopped shooting and changed to melee when enemy was getting close even before they climbed the ladder. And most of them stopped ever since, and making no contribution more than angrily glaring. I feel the problem might because the vertical distance was not counted but not too sure. Would it be possible to change the auto-change weapon range to be a much smaller one, and give the option to "force use range weapon"?
 
I agree about the retreating in formation part.
But these are all approximations. AI just isn't good enough to be convincing when you look at it close enough.
I'm most annoyed by it's willingness to ride expensive cavalry straight into spears. Even if they somehow escape dismount it's a cardinal mistake. Never give up momentum/maneuver as cavalry.
They should break off immediately but I think they don't even try. The AI doesn't understand that in the M&B engine velocity of the horse is the one of the biggest factors to damage.

Both ideas are worth considering. But the second one is more important as it seems to be a bug.
 
To the good Doctor, i LOVE the formations! they are one of the many many things i love about 1257. I still have the joy in my heart from the first time i saw them!
 
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