From the customizable weapons thread, which mainly dealt with swords, I started thinking, and thought there were a lot of things that could be added if the game were modified to some extent.
(for those who hate my space-bar lay-out, read the rant below)
The free form item system
Weapons, armour and horses are more different than the game can handle, they change subtly in ways that are noticable but the item is still recognizable as part of a group It is not so difficult to make a system that uses a few precalculated values to model new weapons. This would make the items you loot all subtly different, and might give you the option of ordering a custom weapon in a smithy, asking a horse trader to get you just the horse you need, and matching armour pieces to suit your style best
If you alter a characteristic of the weapon, the weapon shape changes, and its numbers change, for instance if you change the length, the weapon will become more expensive, have more reach, deal more damage, be heavier, require more strength and be slower, futhermore the model will stretch to visualize your new weapon,
Weapons
Double edged swords
Slide from short to long, the length of the model increases, the weight increases, the amount of damage increases, the speed lowers
Slide from piercing to cutting, the piercing damage lowers, the blade loses profile taper, the midrib softens and the cutting damage increases
Slide from Slim to wide, the width of the model widens, the weight increases, the cutting damage increases, the speed lowers (moderate price increase)
Slide fuller from short to long, the fuller on the model lengthens, the speed increases, the weight decreases, the piercing damage lowers significantly, the cutting damage hardly decreases
Cosmetic changes
curved swords
First, choose a basic shape, being the falchion or the sabre
Slide from short to long, the length of the model increases, the weight increases, the amount of damage increases, the speed lowers
Slide from Slim to wide, the width of the model widens , the weight increases, the cutting damage increases, the speed lowers
Cosmetic changes would include
Falchion
Sabre
Axes
Basic shapes and lengths again
Bearded
Daneaxe
Eastern axe
It also has a wideness slider, which does more than with swords
And cosmetic choices
Pole-arms
Not as much sliders, just a whole bunch of choices and according length sliders
Spear, pike, lance
Dual purpose
Big category, I categorised them according to price, with subtypes in them that change characteristics
Expensive
Regular
Cheap
Arrows
Thickness
Heads
Length
Bows
Length
Type
Other weapons
I have not yet thought of what to do with this
Shields
How do I make it up? Basic shapes, size thickness
Heater
Kite
Round
Pavise
Material can be changed to make your shield faster and lighter or more resilient
As well as covering
And rimming
Armour
Let's break this down into its components
Arms
Seperate hitbox, damage done here is reduced to 75% before it is taken from your hitpoints. Armour added here adds weight that has a negative modifier on your weapon speed in the same way a high agility gives you a bonus. For now, calculate the armour bonus in the same way as body armour, as well as cost and weight (weight is not that much less by the way) Special arm armour often only provides lower arm defence (25% gauntlets, mittens, gloves 50%splinted bracers, bazubands and leather bracers) and count as top layer. though some work for the whole arm, conflicts with top layer body armour will have to be prohibited in equipping,
Legs
Seperate hitbox, damage done here is reduced to 75% before it is taken from your hitpoints. Armour added here adds weight that has a negative modifier on your walking speed. For now, calculate the armour bonus in the same way as body armour, as well as cost and weight (weight should be a little more, but I'll come to that), Special leg armour often only provides lower leg defence (25% ankle boots 50%splinted boots, Fur boots and leather boots) and count as bottom layer. though some work for the whole leg (mail chausses), conflicts with body armour should not occur because leg armour fits around the leg and body armour features skirts,
Head
No change really, just the three layered system. And weight of the armour is divided by two due to less material, maybe thickness of armour might be a little less
Body
You have three layers, lower, middle and top layer
Lower layer consists of some kind of undergarment or gambeson, this has differing thickness according to a slider. Colours and direction of filling will be checkboxed, heraldry can be added directly to it
Middle layer either consists of mail
or leather/fur (checkbox for style and -within bounds- colour)
Top layer has heraldry and defense, Colour and heraldry can be checkboxed. Different armor values can be thickness or amount of coverage
Surcoat
Armoured surcoat
Coat of plates
Cuir Boilee
Scale
Lamellar
Plate
Now an armor piece may have sleeves, skirts, faulds, spaulders or something else to cover arms or legs, this will be bought as arm or leg defense and added to coverage value like a separate layer with skirts, and is one of the layers with arms. When adding arm defense from the fingers up or leg defense from the toes up, you just add numbers like when you normally buy armour.
Calculating totals
The complete armour value is made up out of the sum of all armour values multiplied by the amount of coverage. Thus, you first multiply the armour value by coverage, and then you add it to the defense total.
Let's armour someone as an example
Horses
Base price is by age, because I most often use the base table as the one with the most variables
Fitness
Then sex
Build
and finally Breed
Now, we wish to armour our horsie
So
So, we'll build a horse,
Item quality for NPC's
I want to add a level-based item quality for NPC's
What also is lacking is a quality type of a poorly made sword. If you wish a custom sword, but do not intend to pay a lot, you might try to get some lesser smith to make you a weapon. I propose the next list of weapons, which also includes a tempered and balanced sword, which is a masterpiece in this system
This will make people have to pay dearly to get their hands on the best weapon possible for them, but this is good. It is all too easy getting your favorite gear.
(for those who hate my space-bar lay-out, read the rant below)
I cannot help the shortcomings of this forum, it does not like embedded html, does not like tables, cannot upload my tables as gifs in a friendly way, so lay out will be screwed. If you want it, I will mail it to you in a nice .xls, .ods, .doc or .odt. There are always three bastard options, so that might give you some aid in reconstructing it. I am not lazy, but I will no longer waste time trying to figure it out. (it may work in Quote better, I'll try. It looks nice on my screen, but previews screw up )
The free form item system
Weapons, armour and horses are more different than the game can handle, they change subtly in ways that are noticable but the item is still recognizable as part of a group It is not so difficult to make a system that uses a few precalculated values to model new weapons. This would make the items you loot all subtly different, and might give you the option of ordering a custom weapon in a smithy, asking a horse trader to get you just the horse you need, and matching armour pieces to suit your style best
If you alter a characteristic of the weapon, the weapon shape changes, and its numbers change, for instance if you change the length, the weapon will become more expensive, have more reach, deal more damage, be heavier, require more strength and be slower, futhermore the model will stretch to visualize your new weapon,
Weapons
Double edged swords
Slide from short to long, the length of the model increases, the weight increases, the amount of damage increases, the speed lowers
Length 40 50 60 70 80 90 100 110 120 130 140 Dam 17 18 19 20 21 22 23 dam 2h 23 25 27 29 31 33 35 Speed 120 115 110 105 100 95 90 speed 2h 105 100 95 90 85 80 75 Weight 0.6 0.7 0.8 0.9 1 1.1 1.2 1.3 1.4 1.5 1.6 Strength 1 2 3 4 5 6 7 8 9 10 11 Price 39 58 81 107 138 172 209 250 294 340 389 |
Taper Straight Regular Strong Piercing dam% 70 85 100 110 120 Cutting dam% 120 110 100 85 70 |
Slim/wide Slim Regular wide Cutting dam% 80 90 100 105 110 Speed% 110 105 100 90 80 Weight% 90 95 100 110 120 |
Fuller None half Full Piercing % 110 105 100 90 80 Speed% 80 90 100 105 110 Weight% 120 110 100 95 90 |
Cosmetic changes
Guard shape Straight, Downturned => Long medium short =>bronze, steel, blackened Pommel shape Wheel, Disk, Brazil-nut, Scent stopper, lobed => bronze, steel, blackened Grip Waisted, bottle, straight, tapered => dark brown, light brown, wire, half-wire |
curved swords
First, choose a basic shape, being the falchion or the sabre
Slide from short to long, the length of the model increases, the weight increases, the amount of damage increases, the speed lowers
Falchion
Length 30 40 50 60 70 80 90 100 110 120 130
Dam 25 26 27 28 29 30 31
dam 2h 31 33 35 37 39 41 43
Speed 115 110 105 100 95 90 85
speed 2h 100 95 90 85 80 75 70
Weight 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2 2.1
Strength 3 5 6 7 8 9 10 11 12 13 14
Price 22 35 51 69 89 112 136 162 189 218 247
Sabre
Length 40 50 60 70 80 90 100 110 120 130 140
Dam 23 24 25 26 27 28 29
dam 2h 29 31 33 35 37 39 41
Speed 115 110 105 100 95 90 85
speed 2h 100 95 90 85 80 75 70
Weight 1 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2
Strength 2 3 4 5 6 7 8 9 10 11 12
Price 30 44 60 78 98 120 144 170 196 224 253
Length 30 40 50 60 70 80 90 100 110 120 130
Dam 25 26 27 28 29 30 31
dam 2h 31 33 35 37 39 41 43
Speed 115 110 105 100 95 90 85
speed 2h 100 95 90 85 80 75 70
Weight 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2 2.1
Strength 3 5 6 7 8 9 10 11 12 13 14
Price 22 35 51 69 89 112 136 162 189 218 247
Sabre
Length 40 50 60 70 80 90 100 110 120 130 140
Dam 23 24 25 26 27 28 29
dam 2h 29 31 33 35 37 39 41
Speed 115 110 105 100 95 90 85
speed 2h 100 95 90 85 80 75 70
Weight 1 1.1 1.2 1.3 1.4 1.5 1.6 1.7 1.8 1.9 2
Strength 2 3 4 5 6 7 8 9 10 11 12
Price 30 44 60 78 98 120 144 170 196 224 253
Slim/wide Slim Regular wide Cutting dam% 80 90 100 105 110 Speed% 110 105 100 90 80 Weight% 90 95 100 110 120 |
Falchion
Blade clipped/not clipped
grip straight, curved back => ash, oak, pine, ebony
grip straight, curved back => ash, oak, pine, ebony
Guard shape Straight, Downturned, plate(tsuba-like) => Long medium short =>bronze, steel, blackened Pommel shape Wheel, Disk, Brazil-nut, Scent stopper, lobed, endcap=> bronze, steel, blackened Grip Waisted, bottle, straight, tapered => dark brown, light brown, wire, half-wire |
Axes
Basic shapes and lengths again
Bearded
Bearded axe Striking area 20 Length 40 50 60 70 80 90 100 110 120 Dam 29 30 31 32 33 dam 2h 33 35 37 39 41 43 45 Speed 100 95 90 85 80 speed 2h 95 90 85 80 75 70 65 Strength 7 8 9 10 11 12 13 14 15 Weight 1.7 1.8 1.9 2 2.1 2.2 2.3 2.4 2.5 Price 43 62 83 106 132 159 188 218 249 |
Dane axe Striking area 15 Length 40 50 60 70 80 90 100 110 120 Dam 28 29 30 31 32 dam 2h 32 34 36 38 40 42 44 Speed 102 97 92 87 82 speed 2h 97 92 87 82 77 72 67 Strength 6 7 8 9 10 11 12 13 14 Weight 1.4 1.5 1.6 1.7 1.8 1.9 2 2.1 2.2 Price 40 58 78 100 125 151 179 208 238 |
Eastern axe Striking area 25
Length 60 70 80 90 100 110 120 130 140 Dam 26 27 28 29 30 dam 2h 30 32 34 36 38 40 42 Speed 105 100 95 90 85 speed 2h 100 95 90 85 80 75 70 Strength 7 8 9 10 11 12 13 14 15 Weight 1.5 1.6 1.7 1.8 1.9 2 2.1 2.2 2.3 Price 70 91 115 141 168 198 229 261 294 |
Slim/wide Slim Regular wide Cutting dam% 70 85 100 110 120 Speed% 120 110 100 85 70 Weight% 70 85 100 110 120 Striking area% 80 90 100 105 110 Price% 80 90 100 115 130 |
Handle style octagonal with grip, octagonal, round
Handle wood (ash, oak, pine, ebony, blade)
inlay (none, crosses, dragon),
blade colour (blackened, steel)
maybe slightly differing axeheads within these parameters (Bearded: Voulge blade, bearded blade, waraxe blade, Daneaxe: Angle of impact, woodsman's axe, *sigh* double axe eastern: Berdiche, Hungarian, Saracen)
Handle wood (ash, oak, pine, ebony, blade)
inlay (none, crosses, dragon),
blade colour (blackened, steel)
maybe slightly differing axeheads within these parameters (Bearded: Voulge blade, bearded blade, waraxe blade, Daneaxe: Angle of impact, woodsman's axe, *sigh* double axe eastern: Berdiche, Hungarian, Saracen)
Pole-arms
Not as much sliders, just a whole bunch of choices and according length sliders
Spear, pike, lance
Spear Length 110 120 130 140 150 160 170 180 190 200 210 Dam 11 12 13 14 15 16 17 dam 2h 17 19 21 23 25 27 29 Speed 110 105 100 95 90 85 80 speed 2h 95 90 85 80 75 70 65 Weight 1.6 1.7 1.8 1.9 2 2.1 2.2 2.3 2.4 2.5 2.6 Strength 0 1 2 3 4 5 6 7 8 9 10 Price 44 56 69 85 101 119 139 160 181 204 227 Custom options: Staff wood ash, oak, pine, ebony Langets on/off Spearheads Boar spear, Lance, Pike, Awlpike, fork |
Big category, I categorised them according to price, with subtypes in them that change characteristics
Expensive
Expensive Length 90 100 110 120 130 140 150 160 170 180 190 Dam 13 14 15 16 17 18 dam 2h 17 19 21 23 25 27 29 31 Speed 110 105 100 95 90 85 speed 2h 100 95 90 85 80 75 70 65 Weight 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3 3.1 Strength6 7 8 9 10 11 12 13 14 15 16 Price 84 107 134 164 197 233 272 314 357 402 448 Cutting damage% Piercing damage% Length Pole-axe 130 80 -20 Pole-hammer 80b 80 Halberd no change Staff wood ash, oak, pine, ebony Langets on/off |
Medium
Length 80 90 100 110 120 130 140 150 160 170 180 Dam 12 13 14 15 16 17 dam 2h 16 18 20 22 24 26 28 30 Speed 110 105 100 95 90 85 speed 2h 100 95 90 85 80 75 70 65 Weight 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3 3.1 Strength5 6 7 8 9 10 11 12 13 14 15 Price 62 82 105 131 160 192 226 264 303 344 386 Cutting damage% Piercing damage% Speed% Glaive no change Bill 130 60 Fouchard 80 90 110 Staff wood ash, oak, pine, ebony Langets on/off |
Cheep Length 70 80 90 100 110 120 130 140 150 160 170 Dam 10 11 12 13 14 15 dam 2h 14 16 18 20 22 24 26 28 Speed 105 100 95 90 85 80 speed 2h 95 90 85 80 75 70 65 60 Weight 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8 2.9 3 3.1 Strength4 5 6 7 8 9 10 11 12 13 14 Price 38 52 69 89 111 137 164 194 226 260 294 Cutting damage% Piercing damage% Length Scythe no change Godendag 80b 80 -10 Staff wood ash, oak, pine, ebony |
Arrows
Thickness
Thin Thick
Distance 120% 110% 100% 85% 70%
Damage 70% 85% 100% 110% 120%
Distance 120% 110% 100% 85% 70%
Damage 70% 85% 100% 110% 120%
Heads
Regular Dam +0 cutting
Barbed Dam +2 cutting accuracy -5
Bodkin Dam -4 piercing price *150%
Barbed Dam +2 cutting accuracy -5
Bodkin Dam -4 piercing price *150%
Length
Length short long
Power draw needed 0 1 2 3 4 5 6 7 8 (power draw needed from bow = 1/2 arrow rounded down)
Damage 15 16 17 18 19 20 21 22 23
Price 50 75 105 150 225 330 500 750 1100
Power draw needed 0 1 2 3 4 5 6 7 8 (power draw needed from bow = 1/2 arrow rounded down)
Damage 15 16 17 18 19 20 21 22 23
Price 50 75 105 150 225 330 500 750 1100
Bows
Length
Length Short long
PDN 0 1 2 3 4 5 6
Dam+ 0 1 2 3 4 5 6
Speed 100 98 96 94 92 90 88
Price 20 40 80 160 320 640 1280
PDN 0 1 2 3 4 5 6
Dam+ 0 1 2 3 4 5 6
Speed 100 98 96 94 92 90 88
Price 20 40 80 160 320 640 1280
Type
Self (Dam +0 price x 100%)
Composite (Dam +2 speed +1 price x 400%)
Composite (Dam +2 speed +1 price x 400%)
Other weapons
I have not yet thought of what to do with this
Shields
How do I make it up? Basic shapes, size thickness
Heater
Heater Heater Size 30 40 50 60 70 80 Hit points 230 307 383 460 537 613 Weight 1.8 2.5 3.1 3.7 4.3 4.9 Speed 96 88 80 72 64 55 Price 77 136 213 307 417 545 |
Kite
Kite
Size 40 50 60 70 80 90
Hit points 267 333 400 467 533 600
Weight 2.1 2.7 3.2 3.7 4.3 4.8
Speed 89 82 74 66 59 51
Price 119 185 267 363 474 600
Size 40 50 60 70 80 90
Hit points 267 333 400 467 533 600
Weight 2.1 2.7 3.2 3.7 4.3 4.8
Speed 89 82 74 66 59 51
Price 119 185 267 363 474 600
Round
Size 20 30 40 50 60 70
Hit points 143 215 287 358 430 502
Weight 1.1 1.7 2.3 2.9 3.4 4.0
Speed 124 111 99 86 73 60
Price 32 72 127 199 287 390
Hit points 143 215 287 358 430 502
Weight 1.1 1.7 2.3 2.9 3.4 4.0
Speed 124 111 99 86 73 60
Price 32 72 127 199 287 390
Pavise
Board
Size 50 60 70 80 90 100
Hit points 292 350 408 467 525 583
Weight 2.3 2.8 3.3 3.7 4.2 4.7
Speed 83 76 69 61 54 47
Price 162 233 318 415 525 648
Size 50 60 70 80 90 100
Hit points 292 350 408 467 525 583
Weight 2.3 2.8 3.3 3.7 4.2 4.7
Speed 83 76 69 61 54 47
Price 162 233 318 415 525 648
Material can be changed to make your shield faster and lighter or more resilient
Material Speed% Weight% Resistance HP% Price%
Thin wood 120 80 0 80 80
Regular wood 100 100 1 100 100
Thick wood 80 120 2 120 120
Thin wood 120 80 0 80 80
Regular wood 100 100 1 100 100
Thick wood 80 120 2 120 120
Covering Spd% Wt% Res HP% Price%
None 110 90 0 90 85
Plate covered 90 130 4 120 140
Leather covered 95 105 1 105 110
Canvas covered 100 100 1 100 100
None 110 90 0 90 85
Plate covered 90 130 4 120 140
Leather covered 95 105 1 105 110
Canvas covered 100 100 1 100 100
Rim Spd% Wt% Res HP% Price%
Rawhide 100 100 1 100 100
Steel 90 102 2 105 110
None 110 98 0 95 90
Rawhide 100 100 1 100 100
Steel 90 102 2 105 110
None 110 98 0 95 90
Armour
Let's break this down into its components
Arms
Seperate hitbox, damage done here is reduced to 75% before it is taken from your hitpoints. Armour added here adds weight that has a negative modifier on your weapon speed in the same way a high agility gives you a bonus. For now, calculate the armour bonus in the same way as body armour, as well as cost and weight (weight is not that much less by the way) Special arm armour often only provides lower arm defence (25% gauntlets, mittens, gloves 50%splinted bracers, bazubands and leather bracers) and count as top layer. though some work for the whole arm, conflicts with top layer body armour will have to be prohibited in equipping,
Legs
Seperate hitbox, damage done here is reduced to 75% before it is taken from your hitpoints. Armour added here adds weight that has a negative modifier on your walking speed. For now, calculate the armour bonus in the same way as body armour, as well as cost and weight (weight should be a little more, but I'll come to that), Special leg armour often only provides lower leg defence (25% ankle boots 50%splinted boots, Fur boots and leather boots) and count as bottom layer. though some work for the whole leg (mail chausses), conflicts with body armour should not occur because leg armour fits around the leg and body armour features skirts,
Head
No change really, just the three layered system. And weight of the armour is divided by two due to less material, maybe thickness of armour might be a little less
Helmets
Type Fur cap/straw hat Leather helmet Metal skullcap Visored/nasal/kettle hat ¾ helmet Full helmet
armour 2 3 8 12 14 18
Weight 0.5 0.8 1.6 2.4 2.8 3.6
Cost 8 18 160 360 490 810
Type Fur cap/straw hat Leather helmet Metal skullcap Visored/nasal/kettle hat ¾ helmet Full helmet
armour 2 3 8 12 14 18
Weight 0.5 0.8 1.6 2.4 2.8 3.6
Cost 8 18 160 360 490 810
You have three layers, lower, middle and top layer
Lower layer consists of some kind of undergarment or gambeson, this has differing thickness according to a slider. Colours and direction of filling will be checkboxed, heraldry can be added directly to it
Thickness
Thickness Low Med Max
armour 1 3 5 7 9
Weight 0.5 1.5 2.5 3.5 4.5
Cost 1 9 25 49 81
Colour: Grey, White, Red, Blue, Yellow, Green, Brown, Heraldic
Stitching Horizontal, vertical, fishgrate, diamond
Fastening Laced front, bucled front, buckled back, laced side
Sleeves None Short (25% coverage) half (50%coverage) long (75% coverage)
Skirt None Short (25% coverage) knee length (50%coverage)
Edges Dagged chessboard, dagged triangular, straight
Thickness Low Med Max
armour 1 3 5 7 9
Weight 0.5 1.5 2.5 3.5 4.5
Cost 1 9 25 49 81
Colour: Grey, White, Red, Blue, Yellow, Green, Brown, Heraldic
Stitching Horizontal, vertical, fishgrate, diamond
Fastening Laced front, bucled front, buckled back, laced side
Sleeves None Short (25% coverage) half (50%coverage) long (75% coverage)
Skirt None Short (25% coverage) knee length (50%coverage)
Edges Dagged chessboard, dagged triangular, straight
shirt standard
armour 16 4
Weight 6.4 1.6
Price 320 20
Mail shinyness according to quality
Edges Dagged chessboard, dagged triangular, straight, leather rimmed
armour 16 4
Weight 6.4 1.6
Price 320 20
Mail shinyness according to quality
Edges Dagged chessboard, dagged triangular, straight, leather rimmed
Body Thin Med Thick
armour 4 6 8
Weight 2 3 4.0
Cost 16 36 64
Style Padded leather, leather jerkin (2 styles), fur coat, nomad furs, leather scale
Edges Dagged chessboard, dagged triangular, straight,
Colour white (fur only), black, red, light brown, dark brown
Sleeves None Short (25% coverage) half (50%coverage) long (75% coverage)
Skirt None Short (25% coverage) knee length (50%coverage)
armour 4 6 8
Weight 2 3 4.0
Cost 16 36 64
Style Padded leather, leather jerkin (2 styles), fur coat, nomad furs, leather scale
Edges Dagged chessboard, dagged triangular, straight,
Colour white (fur only), black, red, light brown, dark brown
Sleeves None Short (25% coverage) half (50%coverage) long (75% coverage)
Skirt None Short (25% coverage) knee length (50%coverage)
Surcoat
FabricThinMedThick
armour 4 6 8
Weight 2 3 4
Cost 16 32 64
Colour: Grey, White, Red, Blue, Yellow, Green, Brown, Heraldic
Stitching Horizontal, vertical, fishgrate, diamond
Skirt None Short (25% coverage) knee length (50%coverage) Calf length (75%coverage)
Edges Dagged chessboard, dagged triangular, straight
armour 4 6 8
Weight 2 3 4
Cost 16 32 64
Colour: Grey, White, Red, Blue, Yellow, Green, Brown, Heraldic
Stitching Horizontal, vertical, fishgrate, diamond
Skirt None Short (25% coverage) knee length (50%coverage) Calf length (75%coverage)
Edges Dagged chessboard, dagged triangular, straight
armour 10
Weight 4
Cost 125
Colour: Grey, White, Red, Blue, Yellow, Green, Brown, Heraldic
Different armour plate settings
Skirt None Short (25% coverage) knee length (50%coverage) Calf length (75%coverage)
Edges Dagged chessboard, dagged triangular, straight
Weight 4
Cost 125
Colour: Grey, White, Red, Blue, Yellow, Green, Brown, Heraldic
Different armour plate settings
Skirt None Short (25% coverage) knee length (50%coverage) Calf length (75%coverage)
Edges Dagged chessboard, dagged triangular, straight
armour 10 16
Weight 4 6.4
Price 125 320
Colour: Grey, White, Red, Blue, Yellow, Green, Brown, Heraldic, light brown leather, dark brown leather
Different armour plate settings
Skirt None Short (25% coverage) knee length (50%coverage)
Edges Dagged chessboard, dagged triangular, straight
Weight 4 6.4
Price 125 320
Colour: Grey, White, Red, Blue, Yellow, Green, Brown, Heraldic, light brown leather, dark brown leather
Different armour plate settings
Skirt None Short (25% coverage) knee length (50%coverage)
Edges Dagged chessboard, dagged triangular, straight
armour 12
Weight 6
Cost 144
Colour:light brown leather, dark brown leather, black leather
Different armour plate settings
Weight 6
Cost 144
Colour:light brown leather, dark brown leather, black leather
Different armour plate settings
armour 8 16
Weight 3.2 4.8
Cost 80 180
Different armour plate settings, maybe different materials (at a protection penalty)
Scale direction (chessboard, fishscales)
Weight 3.2 4.8
Cost 80 180
Different armour plate settings, maybe different materials (at a protection penalty)
Scale direction (chessboard, fishscales)
armour 9 15
Weight 3.6 6.0
Cost 101 281
Different armour plate sizes (small medium large)
Different lacing and fastening
Style Byzantine, Mongol, Slavic
Sleeves None Short (25% coverage) half (50%coverage)
Skirt None Short (25% coverage) knee length (50%coverage)
Weight 3.6 6.0
Cost 101 281
Different armour plate sizes (small medium large)
Different lacing and fastening
Style Byzantine, Mongol, Slavic
Sleeves None Short (25% coverage) half (50%coverage)
Skirt None Short (25% coverage) knee length (50%coverage)
armour 8 14 20
Weight 3.2 5.6 8.0
Cost 80 245 500
Breastplate and plaquard:
Different fastening
Different styles
Full coverage
Spaulder style, (25%arm coverage)
articulation style
Fauld style (25% leg coverage)
Weight 3.2 5.6 8.0
Cost 80 245 500
Breastplate and plaquard:
Different fastening
Different styles
Full coverage
Spaulder style, (25%arm coverage)
articulation style
Fauld style (25% leg coverage)
Now an armor piece may have sleeves, skirts, faulds, spaulders or something else to cover arms or legs, this will be bought as arm or leg defense and added to coverage value like a separate layer with skirts, and is one of the layers with arms. When adding arm defense from the fingers up or leg defense from the toes up, you just add numbers like when you normally buy armour.
Calculating totals
The complete armour value is made up out of the sum of all armour values multiplied by the amount of coverage. Thus, you first multiply the armour value by coverage, and then you add it to the defense total.
Let's armour someone as an example
Base armour first, just a gambeson with full sleeves and a skirt to the knees, leather boots and leather gloves, and let's give him a kettle hat
We give him a medium gambeson, with an armour value of 5. He now has
Arm defense 4=5*0.75 (no gloves so 3/4 coverage) Weight 2.5*0.75=1.9 price 25*0.75=19
Body defense 5 Weight 2.5 price 25
Leg defense 5*0.5+4*0.5 = 4.5 because where the gambeson isn't, the boots are, thus filling up layer one Weight 2.5*0.5+2*0.5=1.25+1=2.3 price (25*0,5=13) +(16*0,5= making 21 denars for the legs
Head defense 12 weight 2.4 price 360
Total price is 19+25+21+360= 425
Note the high cost of the helmet. This is warranted by the dificulty in constructing them, and you can't really protect your head with a shield, so you'll need it.
Weapon speed will be slowed like a reduction in agility of 3(2.5 rounded up) so penalized by 1,5%
Walking speed will be penalized by the weight of 2 (2.3, rounded down) by 1,5%
Now, this is nicely done, but we wish to armour him a little more, giving him a shiny mail shirt over his gambeson
Only his body armour changes
Layer one 5
Layer two 16
The total armour value will now be 16+5 =21 Not impressive, I know, but you can still hunt for a coat of plates (upping it to 47) thicker gambeson (to a max of 51) or even plate material (to a grand total of 55 armour)
We give him a medium gambeson, with an armour value of 5. He now has
Arm defense 4=5*0.75 (no gloves so 3/4 coverage) Weight 2.5*0.75=1.9 price 25*0.75=19
Body defense 5 Weight 2.5 price 25
Leg defense 5*0.5+4*0.5 = 4.5 because where the gambeson isn't, the boots are, thus filling up layer one Weight 2.5*0.5+2*0.5=1.25+1=2.3 price (25*0,5=13) +(16*0,5= making 21 denars for the legs
Head defense 12 weight 2.4 price 360
Total price is 19+25+21+360= 425
Note the high cost of the helmet. This is warranted by the dificulty in constructing them, and you can't really protect your head with a shield, so you'll need it.
Weapon speed will be slowed like a reduction in agility of 3(2.5 rounded up) so penalized by 1,5%
Walking speed will be penalized by the weight of 2 (2.3, rounded down) by 1,5%
Now, this is nicely done, but we wish to armour him a little more, giving him a shiny mail shirt over his gambeson
Only his body armour changes
Layer one 5
Layer two 16
The total armour value will now be 16+5 =21 Not impressive, I know, but you can still hunt for a coat of plates (upping it to 47) thicker gambeson (to a max of 51) or even plate material (to a grand total of 55 armour)
Horses
Base price is by age, because I most often use the base table as the one with the most variables
Age Riding req Hit points Maneuver Speed Armor Charge Price
3 5 80 35 35 5 8 490
5 4 90 33 33 5 8 490
8 3 100 30 30 5 8 450
11 3 100 27 27 5 7 364
14 3 100 24 24 5 7 288
17 2 100 21 21 5 6 220
20 2 100 18 18 5 6 162
23 2 80 15 15 5 5 90
26 1 90 12 12 5 5 64
3 5 80 35 35 5 8 490
5 4 90 33 33 5 8 490
8 3 100 30 30 5 8 450
11 3 100 27 27 5 7 364
14 3 100 24 24 5 7 288
17 2 100 21 21 5 6 220
20 2 100 18 18 5 6 162
23 2 80 15 15 5 5 90
26 1 90 12 12 5 5 64
Fitness Riding req Maneuver Speed Charge Price
Lame -1 *1/2 *1/2 *1/2 *0,5
Swaybacked -1 *0.8 *0.8 *0.8 *0,9
Regular 0 0 0 0 *1
Spirited +1 *1.2 *1.2 *1.1 *1.5
Lame -1 *1/2 *1/2 *1/2 *0,5
Swaybacked -1 *0.8 *0.8 *0.8 *0,9
Regular 0 0 0 0 *1
Spirited +1 *1.2 *1.2 *1.1 *1.5
Sex Riding req Hit points Maneuver Speed Charge Price strength
Stallion +1 +5 -2 +2 +3 *1.2 +1
Mare 0 0 +2 -2 -2 0 0
Gelding 0 0 0 0 0 0 0
Stallion +1 +5 -2 +2 +3 *1.2 +1
Mare 0 0 +2 -2 -2 0 0
Gelding 0 0 0 0 0 0 0
Build
Build Hit points Maneuver Speed Armor Charge Price strength
Light -10 +3 +3 -2 -2 *1.1 -2
Regular 0 0 0 0 0 *1.0 0
Heavy +10 -3 -3 +2 +2 *1.1 +2
Light -10 +3 +3 -2 -2 *1.1 -2
Regular 0 0 0 0 0 *1.0 0
Heavy +10 -3 -3 +2 +2 *1.1 +2
and finally Breed
Breed Riding req Hit points Maneuver Speed Armor Charge Price Strength
Sumpter 0 0 -5 -5 0 -2 *0,5 4
Rauncey 0 0 0 0 0 0 *10 5 (replaces saddle)
Steppe +1 0 +5 -2 0 0 *1.2 6
Palfrey +1 0 -3 +8 -2 0 *1.4 6 (replaces courser)
Courser +2 +10 -2 +3 +2 +4 *4 8 (replaces hunter)
Destrier +3 +20 -5 0 +4 +8 *10 10
Sumpter 0 0 -5 -5 0 -2 *0,5 4
Rauncey 0 0 0 0 0 0 *10 5 (replaces saddle)
Steppe +1 0 +5 -2 0 0 *1.2 6
Palfrey +1 0 -3 +8 -2 0 *1.4 6 (replaces courser)
Courser +2 +10 -2 +3 +2 +4 *4 8 (replaces hunter)
Destrier +3 +20 -5 0 +4 +8 *10 10
Now, we wish to armour our horsie
So
Armour Armour Speed Maneuver Price strength Charge
Base
Surcoat 4 -1 -1 11 5 +1
Quilted surcoat 12 -3 -3 166 8 +2
Mail 25 -6 -6 1042 10 +4
Lamellar 25 -6 -6 1042 10 +4
Coverage
Short or front Penalties, bonus and price *0.5 strength needed -2
Full *1
Base
Surcoat 4 -1 -1 11 5 +1
Quilted surcoat 12 -3 -3 166 8 +2
Mail 25 -6 -6 1042 10 +4
Lamellar 25 -6 -6 1042 10 +4
Coverage
Short or front Penalties, bonus and price *0.5 strength needed -2
Full *1
So, we'll build a horse,
first select age
8
Ride 3, hp 100, man 30, spd 30, arm 5, charge 8 price 450
It is a spirited one
Ride 4, hp 100, man 36, spd 36, arm 5, charge 9 price 825
And a heavy one
Ride 4, hp 110, man 33, spd 33, arm 7, charge 11 price 910 str +2
It is also a Gelding
Ride 4, hp 110, man 33, spd 33, arm 7, charge 11 price 910
And of Courser breed
Ride 6, hp 110, man 31, spd 36, arm 9, charge 14 price 3640 str 10
We have a horse!
This is a 8 year old Spirited heavy courser gelding!
We wish to make its life a little longer and add a whole bunch of scales
Full coverage lamellar
Ride 6, hp 110, man 25, spd 31, arm 9+25=34 str needed 10, charge 18 price 3640+1042
8
Ride 3, hp 100, man 30, spd 30, arm 5, charge 8 price 450
It is a spirited one
Ride 4, hp 100, man 36, spd 36, arm 5, charge 9 price 825
And a heavy one
Ride 4, hp 110, man 33, spd 33, arm 7, charge 11 price 910 str +2
It is also a Gelding
Ride 4, hp 110, man 33, spd 33, arm 7, charge 11 price 910
And of Courser breed
Ride 6, hp 110, man 31, spd 36, arm 9, charge 14 price 3640 str 10
We have a horse!
This is a 8 year old Spirited heavy courser gelding!
We wish to make its life a little longer and add a whole bunch of scales
Full coverage lamellar
Ride 6, hp 110, man 25, spd 31, arm 9+25=34 str needed 10, charge 18 price 3640+1042
Item quality for NPC's
I want to add a level-based item quality for NPC's
What would be better would be a system in which troops of a certain quality would have a better spread of weapons, but fitting quality
For instance: A swadian footman might have a kettle hat, but only of battered and crude quality, a Swadian infanterist might also have one, but it will be regular or thick. Best would be to have a preset amount of money and let the troops buy their kit from a preselected lot, but that is way too difficult. I think that setting selection parameters to let the AI use the sandboxing equipment is logically followed by setting one other parameter, being quality
For instance, a swadian infanterist gets a sword (L3,4,5_T3,4,5_W2,3_F3_C1_CL1,2_CC1,2_G1_GC2,3_P_1,2PC=CC) (this indicated, length choice 3, 4 or 5, being 60, 70 or 80 cm, and the same for, respectively Taper, Width, Fuller, Cross shape, Cross Length, Cross Colour, Grip shape, Grip Colour, Pommel shape and Pommel Colour, the last being indicated as the same as grip colour). Now one value is added, making
sword (L3,4,5_T3,4,5_W2,3_F3_C1_CL1,2_CC1,2_G1_GC2,3_P_1,2PC=CC_Q2,3) Indicating Quality 2 and 3, being chipped or regular. Now a knight also wants a sword, so we'll make a similar string, with a little more length (L5,6,7_T3,4,5_W2,3_F3_C1_CL1,2_CC1,2_G1_GC2,3_P_1,2PC=CC) This knight will have better equipment, so, adding the better quality will give (L3,4,5_T3,4,5_W2,3_F3_C1_CL1,2_CC1,2_G1_GC2,3_P_1,2PC=CC_Q4,5) The knight now has either a balanced or a tempered sword
For instance: A swadian footman might have a kettle hat, but only of battered and crude quality, a Swadian infanterist might also have one, but it will be regular or thick. Best would be to have a preset amount of money and let the troops buy their kit from a preselected lot, but that is way too difficult. I think that setting selection parameters to let the AI use the sandboxing equipment is logically followed by setting one other parameter, being quality
For instance, a swadian infanterist gets a sword (L3,4,5_T3,4,5_W2,3_F3_C1_CL1,2_CC1,2_G1_GC2,3_P_1,2PC=CC) (this indicated, length choice 3, 4 or 5, being 60, 70 or 80 cm, and the same for, respectively Taper, Width, Fuller, Cross shape, Cross Length, Cross Colour, Grip shape, Grip Colour, Pommel shape and Pommel Colour, the last being indicated as the same as grip colour). Now one value is added, making
sword (L3,4,5_T3,4,5_W2,3_F3_C1_CL1,2_CC1,2_G1_GC2,3_P_1,2PC=CC_Q2,3) Indicating Quality 2 and 3, being chipped or regular. Now a knight also wants a sword, so we'll make a similar string, with a little more length (L5,6,7_T3,4,5_W2,3_F3_C1_CL1,2_CC1,2_G1_GC2,3_P_1,2PC=CC) This knight will have better equipment, so, adding the better quality will give (L3,4,5_T3,4,5_W2,3_F3_C1_CL1,2_CC1,2_G1_GC2,3_P_1,2PC=CC_Q4,5) The knight now has either a balanced or a tempered sword
What also is lacking is a quality type of a poorly made sword. If you wish a custom sword, but do not intend to pay a lot, you might try to get some lesser smith to make you a weapon. I propose the next list of weapons, which also includes a tempered and balanced sword, which is a masterpiece in this system
modifiers dam spd price
Cracked/Rusted -4 -1 60%
Bent/Chipped -3 75%
Crude -1 -1 90%
Regular 0 0 100%
Balanced 0 2 150%
Tempered 3 1 225%
Masterpiece 3 2 325%
Cracked/Rusted -4 -1 60%
Bent/Chipped -3 75%
Crude -1 -1 90%
Regular 0 0 100%
Balanced 0 2 150%
Tempered 3 1 225%
Masterpiece 3 2 325%
This will make people have to pay dearly to get their hands on the best weapon possible for them, but this is good. It is all too easy getting your favorite gear.