Real Combat Module for 1257

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Jean Plassy

Sergeant at Arms
Real Combat Module For 1257

I've managed to adapt the latest version of Real Combat Module (built for M&B 1.011) to 1257 v1.4b. All values were meticulously copied from the original to their corresponding 1257 equipments, and wherever there was no exact match, such as with specific items like Gram, I've adapted the attack values roughly based on the level of weapon and armour plus whatever bonuses were originally set, like +10 speed or attack. Feel free to question it if you feel them unbalanced.

Notice that this version does not have the cost and troop balancing necessary after the complete revamp. I plan to soon release a new version with better balanced prices, including much more expensive armour and horses, as well as tweaked troop stats, weapons and armour. I appreciate any feedback and discussion on this issue from fans and the remaining developers.

Download (Current version is 0.72)


Instructions:

1. Backup the following files:

module.ini
item_kinds1.txt
troops.txt
party_templates.txt
parties.txt

2. Extract the content of the .rar into your 1257 folder.

EDIT (06/28/2009) - To uninstall, simply apply your backup over the previous files, delete the "scale_hauberk" file in the Resource folder and the "costumes53.dds" file in the Textures one.

Feel free to report any bugs or anything I might have overlooked, and I'll correct it and re-upload as soon as possible. All work here is originally by forum member Ron Losey from MBX, and used with his permission.

EDIT (05/18/2009) - For those interested in knowing more about RCM, here are some demo videos. All of them were tested with the 1257, with added features (YouTube HQ recommended):

Plated Knight vs. Forest Bandits
Mailed Knight vs. Northern Archers

EDIT (08/06/2009) -

http://www.youtube.com/watch?v=zjacnsPbmxM

"Watch as Jean the "Dummy" gets ready for a new battery of tests! This time he will be outfitted like a typical Sergeant with a spear and fight off a band of looters to demonstrate the changes made in 1257 RCM 0.69 - Spears are faster and more powerful now and you'll be sorry if you overlook them in combat!

RCM fans keep in mind that no great adjustments were done: spears have retained their previous attack values and only slightly increased in speed. Great care has been taken that they are not overpowered this time. "

YouTube HQ Recommended.

Changelog for 0.52 (05/15/2009):

- Fixed wrong Studded Leather Coat, Butchering Knife and Maul Encumbrance.
- Fixed black_hunter speeds, they should be in par with other hunters now.
- Fixed Sword Damage Type.

Changelog for 0.55 (05/19/2009):

- Different Lamellar Armour suits now have the same price.
- Fixed damage for Spears, War Spears, Shortened Spears and Nordic Swords (Cut instead of Pierce).
- Fixed Damage for Spiked Mace (Blunt instead of Pierce).
- Byrnies now have better protection.
- Tweaked Vaegir Helms: they should now have roughly the protection of a Spiked Helmet. 
- Increased Brimmed Helmet defense.
- Added "Robe over Mail" to the list of merchandise. You can now buy it from any armour merchant.

Changelog for 0.56 (05/21/2009)

- Knobbed Mace, Wooden Stick and Winged Mace now deal Blunt Damage.
- Knife now deals only Cut damage.

Changelog for 0.57 (05/24/2009)

- Old Fashioned War Helmets now have less defense (circa +70).

Changelog for 0.58 (06/23/2009)

- Improved the Protection of Vaegir and Brimmed Helmets.
- Improved Gram Attack (More Thrusting Damage).
- Mailed Kettle Helms now afford +60 protection, while normal ones +50 (theoretically!).

EDIT - I am not sure, some Brimmed Helmets have improved defense, others not. I think I've done something wrong, but it's not a really big issue anyway.

Changelog for 0.65 (06/28/2009)

- Increased Defense of (all) Brimmed Helmets, Skullcaps.
- Added "Plated" Surcoat over Mail: this represents the common practice of the time to add a chestplate beneath the Surcoat or the Hauberk  to increase torso protection and results in a +10 boost to body defense only. This time, all armour worn by Lords is supposed to have this, so they will be tougher to kill. For practical reasons, it is assumed the plate hangs from the shoulders or is beneath the hauberk, over the aketon, so a new mesh will not be needed.
- Added Scale Hauberk (graphics from TEATRC).
- Added "Heraldic Mail"; notice that it is indeed historically accurate to have "heraldic" mail of some sort, but by 1257 its use was still very rare, and therefore the mail is both very rare and expensive (to simulate the largely individual and skilled craft of the mail and surcoat) and would only be popularized in the XIV century. That still is no good replacement for the original heraldic armor and horse bardings textures featured in the mod, and so far no Lord wears it and there are no further plans to change them. 
- Tweaked Vaegir Helms (again).

Changelog for 0.68 (06/30/2009)

- Lesser troops now more likely to use more diverse weapons such as falchions, axes and clubs, and less likely to have swords at hand.
- Added Scale Armour and Plated Surcoats over Mail for relevant troops and some lords. All Knights can now wear both plated and non-plated mail.
- Tweaked the Swadian Player Surcoat to be "Plated" instead of ordinary - now it's a better gift.

Note: Not savegame compatible with previous versions.

Changelog for 0.69 (08/06/2009)

- Spears, Boar Spears and Shortened Spears tweaked to be "one-handed" instead of polearm and now with increased speeds. This makes them far more effective in close combat and a viable weapon.

Changelog for 0.72 (08/07/2009)

- Slightly decreased Scale Armour and Brimmed Helmet protection.
- Balanced spear attack values: Boar Spears decreased in speed, Double-Sided Lances made faster and more effective.
- Given Lamellar Armour a much needed Strength Requirement.
- Made Spears much more abundant amidst all troops.
- Slightly Increased the Costs of Lamellar Armour and Surcoats over Mail.
- Added Cloth Barded Warhorses.
- Added Lordly Surcoats over Mail.
 
RCM is a complete revamp into the M&B combat system, and is present in some important mods, like Onin no Ran. The features are various, but the main goal is to bring realism to the game according to the knowledge of Medieval combat and within the limitations of the engine, which Ron Losey did rather neatly.

One of the marked examples of this change is how bows have changed: a single arrow or any other projectile in a head shot, or a shot anywhere can often mean instant death, but all except crossbows had their damages changed to "Cut" and made much less effective against heavy armour, to simulate the capabilities of the same to deflect or absorb projectiles without injuring the wearer. Crossbows retain "piercing" damage, but only on the heaviest versions (from "Crossbow" on); the Hunting Crossbow and the Light now deal cutting damage to represent their comparative lack of power; the good about this is that you'll no longer see naked looters running around with three arrows on their torso and still fine, while wearing plate and other heavy suits is now worth the agility loss for an infantryman.

Other changes I can think of is the speed of the horses, and couched lances have been greatly nerfed. You'll now need a good speed before your lance becomes an effective weapon. Besides that I'm currently implementing a price system that makes heavy armour slightly rarer and far more expensive, to balance out its greater relative protection.

If you search the forums, you'll find a detailed definition and some debates about this system, although if you have any questions I would recommend asking Ron Losey on the MBX forums, where he lurks more readily to deal with it. Here is the original MBX thread: http://mbx.streetofeyes.com/index.php/topic,348.0.html



 
thanks, i tried the mod, it has some funny features but the bows seem to be a bit overpowered now.

i used my lvl 32 char (warbow and bodkin arrows) to test this add and had to fight sea raiders, my first arrow destroyed the shield and the second one killed the raider. i killed all without beeing forced to pull my axe.

btw.
the rhodoks are overpowered now, an army full of rhodok sharpshooter can beat nearly every other army. (i dont really have a problem with it because i play a rhodok but the game is a to easy now :wink: )

 
Well, it's because you were a really uber archer. Mind you that because this mod features much lighter troops and mail is worn only by top tier guys, combined with the nerfing of leather armour.

However if you try shooting your bow against Knights you'll need at least 3 shots if you're a powerful bowman, and if you're lower tier it's almost impossible to damage them with arrows. The same goes for anyone wearing at least a Mail Shirt or Hauberk, unless you can find a weak spot like the legs, or the unprotected head of a raider...

Try not shooting at the head of Knights because most of them wear Great Helmets with about +90 armour.

Another thing to consider is that shields are now better measured in quality by their amount of Resistance. Try buying one that has at least 80 resistance if you expect them to last long.
 
thanks for the answer, i will give it today a (longer) second try. i always liked the mod but had always problems with the low weapon damage. this add makes it more playable for me  :mrgreen:
 
some feedback:

yes, its me again :wink:

the lamellar armor costs are a bit strange:

blue lamellar armor, 80 body-, 35 leg armor, price 1643
black lamellar armor, 80 body-, 35 leg armor, price 8158

i have also seen some lamellar armor with the same stats for 10193 gold

a price difference of more then 7000 just to get some different sleeve colour is a bit to much.
 
Hmm i've seen that problem in the base of the mod, its because the native laminar is mixed in with the new coloured versions, which has a different price set.
 
Thanks, I'll put that on the list for the next fix. Any more feedback is appreciated  :wink:.

BTW I'm currently uploading some YouTube videos about RCM. This time I'm highlighting the armour vs. arrows thing, and how armour can absorb blows... It'll soon be ready.
 
Uploaded! http://www.youtube.com/watch?v=zV7mMoUjges

This one is with the best plate in the game, the Black Plate Armour (also hidden from Native).

EDIT - http://www.youtube.com/watch?v=1fA7RBrjKLo

This one is with a Surcoat over Mail.

 
the difference between the armors a huge, i have a lamellar armor and the most arrows do 0 to 1 damage, i usually stay in the middle of the battlefield and kill everyone who dares to come closer.

the good thing is that if an enemy has an open helmet a headshot will be devatstating, this way you have to look what kind of armor your opponent has and then you have to aim for the weakest point.


some feedback again:

some spears have the ability to thrust and slash, shouldnt the thrust damage be a set to pierce damage? it is currently set to cut.
 
possum said:
the difference between the armors a huge, i have a lamellar armor and the most arrows do 0 to 1 damage, i usually stay in the middle of the battlefield and kill everyone who dares to come closer.

the good thing is that if an enemy has an open helmet a headshot will be devatstating, this way you have to look what kind of armor your opponent has and then you have to aim for the weakest point.


some feedback again:

some spears have the ability to thrust and slash, shouldnt the thrust damage be a set to pierce damage? it is currently set to cut.

I remembered having taken out the slash from the spears  :neutral:. I think we have enough discrepancies for a new fix... Expect it soon enough.

And if you look well it isn't only spears that have this: piercing damage was revamped and is now present only in weapons with exceptional armour piercing capabilities, like axes. Swords, spears, bows and the like should all have cutting damage, per Ron Losey's own work and instructions.

filefront download is broken, can someone upload elsewhere?

I've also tested it without problem. Try downloading again; if you still are unable to I'll see if I can upload it somewhere else.
 
more feedback:

checked only the strong versions,

strong nomad bow
req. skill: 4
damage: 13

strong war bow
req. skill: 6
damage: 13

strong khergit bow
req. skill: 5
damage: 8


the nomad bow should be a bit weaker, the small stats accuracy and speed penalty is nearly non noticeable on the battlefield. it is even stronger then the strongbow.
 
I've checked the originals, and this is apparently WAD  :???:.

I'll ask Ron Losey over at MBX for a possible explanation. The topic over there contains some interesting debate anyway, and I recommend you to check it.

 
Hey Jean, just wanted to pipe in and say that I'm loving it so far, but I wanted to point out a bug that no one has mentioned. It seems that some shields do not show up on your character, he performs the animations as normal but the shields are invisible.  I've noticed this on the old heater, old round, and some board shields. 

I do know for a fact it is this mod because I reverted back to the original 1257 item_kinds and they show up fine. After realizing this, I decided to open up both files in the item editor to find the reason  and I can't see why they won't show up.
 
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