The Original L'Aigle Thread, for the sake of history. Be ye warned.

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The down block animation should be different, definitely. it should be more like parrying a stab then blocking a slash like it looks.

Something like this

001949-0061.jpg

or, more like this. I've seen quite a few pictures where the proper "block" (parry) position for a bayonet is like this, with the bayonet facing downwards

plate22.gif

Although most of the pics were more 1850's-ish, so they may not have been the proper procedure during the Napoleonic wars where the ball falling out of the musket may have been a concern.
 
I know bluehawk, but chambering feels... artificial. I mean that's not how you fight with a bayoneted musket, I've done plenty of reenacting enough to know that little bit.
 
Ball falling out of the musket was still a concern in the 1850s, don't worry XD

Well, perhaps one could attempt to code in a dedicated way to parry? I don't know if it's possible or not, so I'll leave it up to the actual Warband coders and modders.
 
Sir_Newton said:
The down block animation should be different, definitely. it should be more like parrying a stab then blocking a slash like it looks.

Something like this

001949-0061.jpg

or, more like this. I've seen quite a few pictures where the proper "block" (parry) position for a bayonet is like this, with the bayonet facing downwards

plate22.gif

Although most of the pics were more 1850's-ish, so they may not have been the proper procedure during the Napoleonic wars where the ball falling out of the musket may have been a concern.

unless the actual engine gets updated, there's no way something like that is going to look any better than the default ones. Remeber that you can block in an arc of about 180 degrees, so the parry animation isn't going to connect and line up unless you're both standing right in front of each other - something that rarely happens in this spin-stab era.
The down block animation is already a sort of parry and looks decent enough most of the time.
 
jacobhinds said:
Sir_Newton said:
The down block animation should be different, definitely. it should be more like parrying a stab then blocking a slash like it looks.

Something like this

001949-0061.jpg

or, more like this. I've seen quite a few pictures where the proper "block" (parry) position for a bayonet is like this, with the bayonet facing downwards

plate22.gif

Although most of the pics were more 1850's-ish, so they may not have been the proper procedure during the Napoleonic wars where the ball falling out of the musket may have been a concern.

unless the actual engine gets updated, there's no way something like that is going to look any better than the default ones. Remeber that you can block in an arc of about 180 degrees, so the parry animation isn't going to connect and line up unless you're both standing right in front of each other - something that rarely happens in this spin-stab era.
The down block animation is already a sort of parry and looks decent enough most of the time.

Maybe the engine wouldn't have to be modified, if perhaps there's a way to make it look like that but have it coded so the actual weapon stays in place and only the texture moves? I'm no expert but it sounds like it may be do-able.

Also, I like that picture of a man parrying an up-stab with a side-block. Perhaps instead of one up-stab, in order to make bayonet combat more intense one could make the side-attacks some sort of stab and make the up-attack a swing with the butt of the musket.


Also:

Docm30 said:
Ivan the Awesome said:
I also like the idea of being able to start as a noble, with title and lands already as you can in AD 1257. It just doesn't feel right to claw my way up into the Russian Nobility, I should merely assume my rightful title.

I'll probably include something like that.

I like this idea very much.
Docm, do you still plan on doing this?
 
jacobhinds said:
Reenactments of bayonet fights go pretty fast. Hate to be a second lindybeige here but look at how fast they're being swung in this video:



You're telling me that these chunks are dangerous?
 
QWW said:
Him forgetting a space does not disregard his point, you are still looking for unneeded attention.

Yes I need attention, that's why I only post a few times every ~30 pages......


Sir_Newton said:
Maybe the engine wouldn't have to be modified, if perhaps there's a way to make it look like that but have it coded so the actual weapon stays in place and only the texture moves? I'm no expert but it sounds like it may be do-able.

The issue is that down block does not throw up a shield in front of you for blocking, you actually can go around the weapon usually more so on the butstock side than the bayonet side in the down block animation.
This applies in native as well where if you get a really big sword and down block, someone coming around your right side is more likley to bypass your block than if they come around your left.
To alter the look without changing the actual block would be very confusing when people are either bouncing off of weapons that are not there or going through the new animation with no chagned code.
 
nilloc93 said:
QWW said:
Him forgetting a space does not disregard his point, you are still looking for unneeded attention.

Yes I need attention, that's why I only post a few times every ~30 pages......

Based on the content of those few posts I'd say you were looking for attention.
 
I really don't see the need to reinvent the wheel as far as combat animations go.

Warband, and pretty much any other melee focused game I've played, just don't really have the complexity to recreate melee fighting accurately. 
Bearing in mind the same detail would have to be paid to sabres and infantry swords as well as bayonets.



Warband really needs its awkward hacking swings and flat parries so you can tell what your opponent is doing.
 
For sure no game can capture all of the complexity of melee fighting. Thats because theyre games and not real life... Warband already is one of the most advanced melee simulators on the market! No need to make it even more complex
 
I like this guys on Moddb's attitude:

readable12 6hours 51mins ago says:  New Comment
it's funny even tho i check the mod page everyday i have literally no expectation of a release, which i think is a good thing, it means if there ever is a release it'll be a pleasant surprise
 
Sir_Newton said:
I like this guys on Moddb's attitude:

readable12 6hours 51mins ago says:  New Comment
it's funny even tho i check the mod page everyday i have literally no expectation of a release, which i think is a good thing, it means if there ever is a release it'll be a pleasant surprise

Every day 5:00 AM and 5:00 PM I check the ModDB page. Its just part of my daily routine.
 
This is by all accounts still one of the best looking mods being developed. The amount of time and skill being put into this mod will only further this point.

As far as the Melee combat will go, I can not imagine it will be too woefully different from NW. Though I admit I would also love to see a video of a bayonet charge. But as I believe pointed out a few hundred pages ago, the limitations are within the Warband engine it's self. This is why (if I recall correctly) that we wont have Square formations or anything really too "advanced" as far as the Command system goes. I can assume this will apply to the Melee combat as well. And while it would of course be amazing to see a "revamped" and perhaps more "Immersive" melee system, I'd say don't get your hopes up. I suspect that in the end the largest difference this mod will offer us who Play NW will be that it is Single-player and everything will "look" better.  However, none of that implies that this wont be the greatest mod ever made.

However, Being someone who does enjoy checking up on this mod, and of course a Mod is nothing without it's "fans" I do feel some more Pictures, and videos are certainly in order.  It's one thing to talk about the features of the mod, it's another to see them.
 
There is a bit of a lack of videos. Perhaps Docm can make a video where he walks around in one of the scenes, perhaps Paris or Napoleon's office to get a better sense of what it's like :smile:.
 
Line_Infantry said:
But as I believe pointed out a few hundred pages ago, the limitations are within the Warband engine it's self. This is why (if I recall correctly) that we wont have Square formations or anything really too "advanced" as far as the Command system goes.

There is no need to have a cavalry square in my opinion either. As long as static bayonets do no damage its really not as devostatig as they were in real life. If docm added this, static bayonet damage, I could believe it would be helpful to fight off cav but without I really dont see a need of cavalry squares.
 
There's a brace spear order a form square formation as part of Pre-Battle Orders & Deployment. You'd be able to form something like a napoleonic formation with that. Granted, in NW Linebattles I've never seen a regiment make a try at anything resembling a square. So the best way to fight cavalry is likely a compressed set of ranks, perhaps ordering the first rank to brace spears.
 
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