Subversion - checking out the development version of the mod (161)

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Now that I've compared the pre10 system with low bow accuracy and shield skill cap with the current high bow accuracy and no shield skill cap, I must say that I prefer the previous one, which lead to deadlier bowmen. The results don't differ that much but now I can hit enemy troops with a bow skill in the 50s 70 meters away. I guess many people were upset, because bows were no longer rifles and now they are once again precise weapons. Along the same line, many players disliked the loss of their forcefield.
Although the results are more or less the same the current approach is unrealistic. A shield isn't a magical Yedi weapon, bows aren't rifles and bows can't be drawn to cause more and more damage, no matter how skilled you are.
Many players will probably like the changes in the battle mechanics. I don't.
 
Well the power of your shot is directly related to how hard you can pull it (within reason of course).  I tried to make the powerdraw thing do exactly that.  The shield skill just has to be there, getting shot in the foot kills as much as getting shot in the chest, the engine is what it is and there is just too much hardcoded stuff to do anything about it.
 
Well, it seems I have to wait for Warband 2 then.

Is there anything of special interest that should be reported when I play the 1257svn version?
- script errors
- misplaced items in shops and on soldiers
- CTDs (none so far)
- battle mechanics
- lag (no lag at all)
- problems in new scenes

Edit:
I find it confusing that
mongol tribesman are infantry and
mongol skirmishers, horsemen are archers.
I never payed attention to the classification before.

Is it intended that I find cleavers, warbows and longbows together with bodkin arrows in Alexandria, Damietta and Cairo?
There are recurve bows in pretty much every town on the british isles and in France in Bordeaux, Aix-en-Provence and Nantes. I didn't check all towns, but the recurve bow is more or less everywhere. Oh, the famous recurve bow makers of Reval and Biorgyn, those were the times!

And by the way, the Almogavar sword looks like a child's toy (found it in Bordeaux):


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There seem to be two different composit bow models. The new one seems to be of brighter colour with a lower power draw requirement.


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I just visited Crac de Chevaliers and there are some problems on the two towers. The wooden stairs end in the air and this isn't a problem as you can easily walk upstairs, but it looks a bit odd.


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The next one isn't a real problem either. The wooden scaffold to the right hovers in the air. Once you are on the lowest level on the top of the tower you can't get back, because the veteran archer to the left blocks your path and the stairs straight ahead are misplaced. These stairs should be a bit to the right and turned 90°. Right now you can't jump on the elevated stone platform in front of you.


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I also found a hovering tower.


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Mansoura castle. Let's say you enter the castle through the town gate and that direction is north and leads you to the castle. At the southeastern end, close to the town wall (the outer wall so to speak) there is this hovering buidling and the southeastern end of the town looks empty.


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To the east of the castle entrance there are inacessible places. The inside of the "castle" is barren.


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The western town wall has some steps and you can't go back to the town gate walking on the town wall.


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ok,i'll look at it,i dont expect u to walk around the castle,there is nothing interesting there :mrgreen: also the wooden stairs are just like that because there is no model to place instead,but i'll try to do something about it
 
I like running around with 2000 agility! The real fun starts when you fight on foot running faster than horses.

You can't get back into the town in Acre once you are close to the keep at the east end of town. The ground before the small gate on the left side of the screenshot is too low.


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And to write something positive: I love the way you enter Acre by ship and the helm with faceguard is adorable. And there shouldn't be any destriers in the holy land, but I can buy them there! WHY?
 
the door should not even be there :mrgreen: ,there is nothing behind the wall.the horses are ok,there was knights u know
 
El Kirb siege appears to be a little too complicated for the AI to handle. I assume the scene is custom made and I must say it looks nice, but I believe it could use some testing, especially regarding spawning spots and the paths armies follow, because both assaulting and defending it looks like soldiers struggle to get to each others.. And the armies of north Africa, at least those I met this far, appear to be extremely weak, despite the huge amount of damages a well placed javeline seems able to deliver.. Problem is, as pointed out in another thread about Mongols, that they do not seem to use a skirmishing tactic anymore, so they tend to clash against much heavier and better equiped cavarly to be, usually, slaughtered en mass.
Other then that, I really love new models and textures. I saw a simple but really accurate helmet I like and the new mails for lower tier troops look perfectly fitting.. I'm sad that the weaker kind of shield's model was removed.. it was the one that looked the most historical, considering is the only one without metallic rims.. I remember seeing a model of chausses with spurs, I think it was made by Counterpoint and I'm kinda missing that for it'd complete the perfect set for knights.
I think that, with a bit more of uniformity with mail textures; some adjustments with new scenes and formations; a more accurate metal-less shield and those lovely spurs, you're pretty much done in creating a mod that is simply perfect!
Wonderful job and hope you manage to continue the work on it.
 
GodHandApostole 说:
El Kirb siege appears to be a little too complicated for the AI to handle. I assume the scene is custom made and I must say it looks nice, but I believe it could use some testing, especially regarding spawning spots and the paths armies follow, because both assaulting and defending it looks like soldiers struggle to get to each others.. And the armies of north Africa, at least those I met this far, appear to be extremely weak, despite the huge amount of damages a well placed javeline seems able to deliver.. Problem is, as pointed out in another thread about Mongols, that they do not seem to use a skirmishing tactic anymore, so they tend to clash against much heavier and better equiped cavarly to be, usually, slaughtered en mass.
Other then that, I really love new models and textures. I saw a simple but really accurate helmet I like and the new mails for lower tier troops look perfectly fitting.. I'm sad that the weaker kind of shield's model was removed.. it was the one that looked the most historical, considering is the only one without metallic rims.. I remember seeing a model of chausses with spurs, I think it was made by Counterpoint and I'm kinda missing that for it'd complete the perfect set for knights.
I think that, with a bit more of uniformity with mail textures; some adjustments with new scenes and formations; a more accurate metal-less shield and those lovely spurs, you're pretty much done in creating a mod that is simply perfect!
Wonderful job and hope you manage to continue the work on it.
this is not official release,its for testing :wink:,can u tell me if its a town or castle,or post screenshot,these new scenes for arabic town and castle are for testing,its not finished.also the uniformity is what we trying to remove,there was no uniforms in the middle ages
 
You don't have permissions for that directory, just run the checkout to something like c:\ad1257svn and then copy the folder.
 
Kuauik: I am not good with screenshots, although if this is for test, I take back my complaints  :mrgreen: It is an Arabic castle indeed.
Thought, about the mail textures and uniformity, I was thinking mostly about the too obvious differences: a sourcoat over mail with more clear colour with darker mittens; same clearer mail covering arms while legs have almost blackened texture; more simplified pattern like the one in Morgan Bible for arms while the hands have more detailed texture and such.. Also, more of a question, but were open chausses common? Like those of Men-at-arms and some of the higher tiers infantry, that do not cover the foot. I don't think I've ever saw those in sources.
Anyway, good job and looking forward for further updates :grin:

 
i know where ist the problem with the arab castle,Othr forget to change that to direct attack on ladders,instead the troops are waiting for siege tower,can u change this Othr?
 
kuauik 说:
i know where ist the problem with the arab castle,Othr forget to change that to direct attack on ladders,instead the troops are waiting for siege tower,can u change this Othr?

It is set to ladders.  I just tried it.  There are some issues though, defenders falling out of the castle.  Attackers also get stuck on the keep.

North African troops are brand new I didn't have much time to spend on them so their equipment and balancing still need work.

Sending a new update, it breaks save compatibility and reintroduces motomataru's AI scripts and formations.  There are also various fixes.
 
I ask once again: Are there any specific things to be checked, now that there is a chance for the mere peasants to help out? The effectiveness of horsearchers can be checked now that the new script is in, but what else?

And it is easy to take screens. Just press ctrl + insert and use imageshack for the upload. Use the forum link and put that in spoilers.

Edit: I just updated and I can see that "Den Bosch" is in. I checked that town before this day and manually inserted the scene in my pre10 folder and I remember that there are some problems with some textures and the mesh. Stinus already mentioned before that the AI mesh isn't working properly. I guess I'll wait with any further report about that scene. Oh, and Den Bosch is just wonderful!
 
The biggest change is the campaign AI.  Well it's not really different it's just been optimized.  Did I screw up anywhere?  Do lords behave dumber than normally (yes I know they've never been very smart just are they even dumber now)?


How would you rate map performance now?  Does it stutter, etc etc.  Are bow names correct?  How do you find archery, shield skill and in general character progression.  Is the increased armour protection good or bad?

There are a few things I didn't mention anywhere, town garrisons lose strength if the prosperity plumets, you can decrease garrison sizes by raiding around a particular town, up to a certain point.  There is shield bash now in the mod, under mod options, camp menu.  You can starve a castle/town garrison and force them into submission.

You want good blocking with a shield you work on your shield skill, unbreakable shields are a thing of the past.
You want good archery, you work on your powerdraw skill or you get a crossbow
You want good armour penetration you work on your powerstrike skill
 
Shields are intentionally that weak. You need a good shield skill and there are some lousy shields. Off the top of my head I remember that the leather covered round shield is exceptionally strong (59) compared to other shields.

Yeah, othr that is the great thing about modifying a post.
 
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