Ok, sorry for the double post. As promised, here's a brief presentation of the new troops, some images of them and two bonus screenshots.
First of all, the role of cavalry and the 'stats' of the horses have been greatly changed. Now, only one faction has what can be considered as 'cavalry' and that is VERY light cavalry, mainly only for scouting and annoying the enemy, as well as flanking light infantry or hunting fleeing troops. They are very lightly armoured and have just the basic equipment, a spear and in some cases a sword or an axe. Now, as for the horses: they are vastly changed. They have about 2 or 3 armour value, only because of the leather saddle and their health is substantially reduced. They are VERY easy to kill, especially with long reach weapons, like spears. However, their advantage lies to their charging values, which I have also quite substantially increased, trying to achieve a greater level of realism. If a horse charges directly at you and tramples you, would you just be back at your feet, no harm done, because you were a +25 leather armour? I don't believe so. So, horses are easy to kill, but if they trample you, you are going to lose considerable health, even knocked unconscious. That's why they are no meant to go against higher tier spear infantry, they have no chance. But against skirmishers or light troops, they are useful.
Ok, that's about horses and cavalry. The main focus of the mod is the infantry, divided into two groups: Melee infantry and ranged troops. Firstly, we will talk about the melee infantry and their equipment. In the previous versions of the mod, the infantry was quite heavily armed. But reading through the research, I saw that full mail armour wasn't *that* common, as I have made it. In the 3rd version, infantry, even the higher tiers, use padded cloth, leather and lamellar/lamellar leather. In some cases they have mail armour, I did that mainly for balancing purposes. Also, a point about helmets. Again, vendel helmets weren't the common issue, they mostly used the spangen helmets more commonly(a helmet mad out of two solid metal plaques joined at the top middle). So, that's be done, too. Now, after I studied the many pics sent by matmohair to me a long time ago and also the research provided by Teofish and Urgrevling, mainly, as well as other people and partially me, I found out that the backbone of the army of the times was the spear-men. Mainly because spears were cheaper to make and easier. So, with that in mind, I based the main branch of the troop trees on spear-men. Some factions have better spear-men, with higher strength values/attack strength than others, but others are more agile, with more athletics an knowledge of the weapon, but less strength. Generally, those alternating stats may change, if I find them unbalanced, but so far, that's not the case. Of course, not everything is spear usage. All the factions have some unique to them troops, like the Sword Danes for the Danish, axemen(specialised in axe usage) for Norvengr and others. These are armoured like the spear-men, only some have mail armour, most use cloth, leather and lamellar.
Now, about the ranged units. Those are also divided in two 'sections'. The main tree involves the archers, which are again, lightly armoured and use bows, which are also changed to inflict more damage but be slower. The average was 5-9 arrows per minute for a skilled archer, while in Warband, you can shoot more than 20 per minute(and even more), especially if you increase your archery weapon points much. Not any more. Also, archers have a seax as a secondary equipment, a dagger, and not a sword any more. Now, as with the melee infantry, the ranged troops have also some unique units. Those include javelin(frakka) throwers which are a bit better quipped for melee combat, but their ranged weapons have lesser range, also skirmisher infantry, which is medium armoured troops that are balanced for melee and ranged combat with throwing axes and javelins(those are quite dangerous) and only in one instance, ranged cavalry, VERY light armoured, armed only with a bow and a light melee weapon, used only for scouting and annoying the enemy, as they are terrible in close combat.
As for mercenaries, I have kept the Jomsvikings, which I really liked, but made them more in line with the rest of the troops. Similarly armoured, but with higher stats and that's why they are more expensive.
Now, some screenshots:
The fort was made by Dykjozo, it's based on a real fort, I believe and is made towards more authentic battles, with enemies swarming at the courtyard, shield-walls and all that.
I am liking your descriptions of the re-designed troops. I appreciate your aims at historical realism. Good luck with this version. I am looking forward to trying it out.
Thank you! As for the scene, no it's not an OSP pack, but if you want, I can ask Dykjozo(or you can, no problem here) if he doesn't have any problems to give it to you. Fine by me anyway, it're really a great scene and most fitting for Mercenary Uprising.
Well, yeah, but I wanted to be sort of a surprise.
Currently, EternalPaladin works on the dialogues, already finished 1 out of 3 files. Then, I'll give it a week for testing and then release. Don't know how much it will take her to finish the dialogues, but I have in my library the biggest part of it, the NPC and pretender lines, so I don't imagine the rest will take that long. The new version is based on Diplomacy. My only 'problem', so to speak, is what else I can put in there. I won't put Freelancer, for a couple of reasons, and I was thinking about a banking script, although I confess I have no idea if they used banks back then. I know it originated from the rise of the middle class, but I don't know if there was a Scandinavian equivalent.
Well, yeah, but I wanted to be sort of a surprise.
Currently, EternalPaladin works on the dialogues, already finished 1 out of 3 files. Then, I'll give it a week for testing and then release. Don't know how much it will take her to finish the dialogues, but I have in my library the biggest part of it, the NPC and pretender lines, so I don't imagine the rest will take that long. The new version is based on Diplomacy. My only 'problem', so to speak, is what else I can put in there. I won't put Freelancer, for a couple of reasons, and I was thinking about a banking script, although I confess I have no idea if they used banks back then. I know it originated from the rise of the middle class, but I don't know if there was a Scandinavian equivalent.
That's another mod I had given much thought. I don't think that spear bracing goes very well with the period, mostly because I have reduced the cavalry greatly. I like the mini-map, I am not sure about the Order phase, I like the Shield bash and the archery penalty for bad weather. So, to me, the pros and cons are pretty much in the same spot.
That's another mod I had given much thought. I don't think that spear bracing goes very well with the period, mostly because I have reduced the cavalry greatly. I like the mini-map, I am not sure about the Order phase, I like the Shield bash and the archery penalty for bad weather. So, to me, the pros and cons are pretty much in the same spot.
Shield bash, yeah. Didn't know about a separate archer penalty, cheers.
Motamaru's formation yes, although I'd probably leave only one, shieldwall. The wedge is more of a cavalry formation, if I am not mistaken and ranks, well, I find that Native formations represent ranks quite well, no need for an extra rank formation.
But yeah, there are some scripts I'm considering, right now, mainly my hesitation is that they are meant for later years.
Also, a question: Do you guys want to see more icons in the map? Initially not for any interaction, just cosmetic, like a mill, an altar to the Gods, those thing? I have some icons lying around, but I don't know if you'd like that idea.
Shield bash, yeah. Didn't know about a separate archer penalty, cheers.
Motamaru's formation yes, although I'd probably leave only one, shieldwall. The wedge is more of a cavalry formation, if I am not mistaken and ranks, well, I find that Native formations represent ranks quite well, no need for an extra rank formation.
But yeah, there are some scripts I'm considering, right now, mainly my hesitation is that they are meant for later years.
Also, a question: Do you guys want to see more icons in the map? Initially not for any interaction, just cosmetic, like a mill, an altar to the Gods, those thing? I have some icons lying around, but I don't know if you'd like that idea.
Well, Moto's ranks formation is the native ranks formation, it just allows you to switch to it easily. Disabling the cavalry one isn't too difficult to do either, in the constants file, you only need tweak the minimum number of cavalry to a very high number, like 10000 or so, and they'll simply form up like Native does.
As for additional icons, if you think they'd look good then I can't see why it wouldn't hurt to add them.
Well, I have added more icons, like a windmill, some farms and an inn to my modded Native and my only reservation is that with many parties the performance drops. Although, with 1 or 2 nothing much happens. Currently, I am working on an inn script, a location you can visit in the campaign map and buy food or rest in exchange with some money. To be honest, the scripts are there(my idea was to use the native "wait here for some time" and "buy goods" options) and the script compiles, but my problem is that it messes up the party templates, for some reason. Which is a bit strange, since I did no alterations to this file. I will continue to work on it though, I'm close.
Thank you for the suggestions with the formations, btw.
Eh, the same. I have finished pretty much all I could, I combined two more beards with braids(don't know if it's historically accurate, but they look quite good). I have sent an e-mail to eternalPaladain, who takes care of the dialogues, as this is pretty much all that remains before testing phase and release, as she hasn;t responded for some time.
Eh, the same. I have finished pretty much all I could, I combined two more beards with braids(don't know if it's historically accurate, but they look quite good). I have sent an e-mail to eternalPaladain, who takes care of the dialogues, as this is pretty much all that remains before testing phase and release, as she hasn;t responded for some time.
As far as formations go, please do not make your force form up like they did with Viking Conquest. They don't hold the areas right, and it's a ***** to position them when they always form to your left.
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