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January 28th, 2005, 08:16 AM
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Captain
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Join Date: Feb 2004
Location: within 200km of Ulm
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Re: Different Weapondamages in dom 3 ?
Quote:
Boron said:
Quote:
Arralen said:1) Nazgul are 'heros', not commanders.
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1) Sure . But if i use them as heros if i chose misfortune 2 e.g. i have to wait for ages until i get all 9 Mordor Heros
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Good! The luck scale needed improvement anyway and a higher number of available heroes could do the job, even if not all were super-duper! I'd say there should be at least 10 available at the current chance. Maybe there should be templates for generating endlessly many pseudo-unique weak heros to intersperse the truly unique and formidable ones. I mean, everybody can declare himself to be a hero, at least until the next battle to prove...
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January 29th, 2005, 01:50 PM
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Lieutenant Colonel
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Join Date: Jan 2004
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Re: Different Weapondamages in dom 3 ?
Agree fully with Chazar.
If you hate the idea, Boron (you old stubborn misfortune-lover you), you could also, when we get full spell modding, mod a new spell with high level death to make summon 9 unique summons (nazgul).... And yes, the Witch King of Angmar was one of em (the chief).
I also like the paper-scissors-rock idea of damage type vs armor:
1. Blunt/Bludgeoning
2. Piercing
3. Slashing
Some weapons may do more than one type -- the best would be selected automatically.
3 Armor types (crappy names, but I'm in hurry):
- Heavy: Does very well vs. all, but has some weakness to piercing
- Medium: Does ok vs. all, but has some weakness to Blunt
- LIght: Is somewhat weakish in general, but protects well vs. Blunt
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January 31st, 2005, 12:39 AM
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Private
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Join Date: Mar 2004
Location: San Francisco, CA
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Re: Different Weapondamages in dom 3 ?
While it might be interesting and realistic to do this sort of thing, at the end of the day, I'm not sure that you've really improved the playing experience, except for the detail nuts who want a game even more detail-oriented than Dom2 already is (I consider myself such a nut, but don't think most folks love that sort of thing). Given how chaotic the battles already are, it'd just be one more level of complexity/randomness that I could only exploit in a handful of situations, and would be utterly frustrating in others.
Technically, you'd only want a Pike to get an AP bonus against charging cavalry--the long L already makes your cavalry do a morale check when trying to attack, and unless I'm missing something, a pike isn't any more dangerous against a stationary knight than a spear would be.
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February 15th, 2005, 03:07 PM
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Private
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Join Date: Jan 2005
Location: Indiana, USA
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Re: Different Weapondamages in dom 3 ?
I wonder if it would be possible to add a Brace for Charge command that would only apply to pikemen?
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February 16th, 2005, 09:42 AM
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Private
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Join Date: Dec 2004
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Re: Different Weapondamages in dom 3 ?
First, wasn't the barding limiting mount's field of view so that the horse does not see the pikes ahead?
Second, are you sure heavy cavalry could stop all of a sudden? It wasn't very maneuverable, you know. It's possible when 3-4 riders are charging, but what if there are more coming from behind? You stop, and they just run into you.
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February 16th, 2005, 10:02 AM
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Major General
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Join Date: Nov 2000
Location: 500km from Ulm
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Re: Different Weapondamages in dom 3 ?
Kuritza, no, you can't limit a horses view in the direction it is supposed to walk, or it will not walk at all. And you woulnd't want it to, as it would stumble and fall over within very few meters. And that's something that you definitly do not want if you're atop on it in heavy armor ... .
Neither do you want to crash head on into a wall of pikes, as you (and horse) would be very very dead in short time.
The cavalry wouldn't stop all of a sudden. The horses would start to balk as soon as they see where the ride is going, they would slow down and turn away to the side.
Yes, if the front would stop those behind would be in trouble. Yes, all of them (infantry included) where in big trouble when they literally run into each other all of s sudden without any room for the horses to evade.
I wrote about all this here already ...
__________________
As for AI the most effective work around to this problem so far is to simply use an American instead, they tend to put up a bit more of a fight than your average Artificial Idiot.
... James McGuigan on rec.games.computer.stars somewhen back in 1998 ...
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February 28th, 2005, 10:18 PM
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Second Lieutenant
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Join Date: Sep 2004
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Re: Different Weapondamages in dom 3 ?
OK, I'm going to call shenanigans on Arralen. It is difficult to train a warhorse to charge a forest of spears. It is not impossible. Horsemen traditionally do extremly poorly against close pike formations, but not only because horse are unwilling to charge in - also because when they do charge in they have a tendency to get thrashed.
If horses couldn't be made to charge pikemen, how would the knights have been slaughtered at Laupen after having charged the pikemen?
Making blanket statements like "horses won't charge spear formations" or "horses will panic in the presence of elephants" is only true of the untrained horse, not of the warhorses that knight units presumably ride. While there are many many examples of armies which had not trained their mounts to stay firm in the presence of spears or elephants (heck, the Khmer never bothered to train their horses to not freak at the sight of their own elephants, and just kept them on different sides of the battle), there are many other examples of armies that did.
Sometimes that worked out. Sometimes it didn't.
But it is possible. You are short changing horses. A lot.
-Frank
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