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Thread: Update

  1. #761

    Default Re: Update

    This is a deliberate fudge to simulate that in actual combat the Reiters used to get in very, very close to their targets, to the extent that that could to some degree aim for weak points, or at the horse, or whatever. Unfortunately, due to the skirmish mechanics in the game, we need to give them a 50m approx range to make sure they are not run down by pursuing opponents, whereas in reality it was maybe 20% of that from a moving horse vs a moving target. So think of it as an abstract way of getting the kinds of results we want. Note the Reiter pistol attack values are still quite low, the AP is just a way of simulating effect versus the super-heavy cavalry of the kinds they were very much responsible for the eventual demise of.

  2. #762

    Default Re: Update

    That's what I thought. Balance purposes.

  3. #763

    Default Re: Update

    Yep exactly , a way of simulating something the M2TW engine isn't really equipped to do.

  4. #764
    Polycarpe's Avatar Back into action!
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    Default Re: Update

    Yeah sorry, your RC is based on a much higher scale than mine so the setting I'm currently doing is I cannot really (it can still work) to use that setting but in the end it will comes into something to balance, I'll send you a copy quite soon and you could judge it by yourself on the result

  5. #765
    Germanicu5's Avatar Will buy spare time...
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    Default Re: Update

    Ok, I implemented RBAI Hardcore changes and got them released.

    Player now gets additional 15 seconds order lock on charging.

    Regards
    I have no memory of this place.

  6. #766

    Default Re: Update

    Quote Originally Posted by Polycarpe View Post
    Yeah sorry, your RC is based on a much higher scale than mine so the setting I'm currently doing is I cannot really (it can still work) to use that setting but in the end it will comes into something to balance, I'll send you a copy quite soon and you could judge it by yourself on the result
    Seems your system is entirely apppropriate to your campaign setting

    Quote Originally Posted by Germanicu5 View Post
    Ok, I implemented RBAI Hardcore changes and got them released.

    Player now gets additional 15 seconds order lock on charging.

    Regards
    Wow thanks, fast work One question, in Hardcore mode it seems to happen quite often that a unit can not receive any commands for the duration of the battle after the first command, is this in some way intentional? All options are greyed out, sometimes for the entire army.

  7. #767
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    Default Re: Update

    What do you exactly mean? That you give a command to a unit and whole battle passes without it being allowed to be controlled again? Campaign or custom battle?

    Anyway, I'd need a log if that ever happens again. I don't see any code that could lead to it in the new version.

    Regards
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  8. #768

    Default Re: Update

    Quote Originally Posted by Point Blank View Post
    Interesting approach

    Depends what you mean by 'later muskets' - Napoleonic era Brown Bess was about a 0.75" bore but with considerable windage to facilitate fast loading - Renaissance firearms were more accurate but slower to load.
    Yep, if I gave the heavy Arquebus longer range I would need to decrease the accuracy which is kind of making them pointless. Their tactical use was to focus fire on opposing heavy armored units behind a screen of infantry/barricades. The reload was quite slow but they were probably the most accurate guns aside from early rifled muskets which specialized shooters used already in 1600s but fouled so often they were not militarily useful. Also that is why I gave the heavy arquebus such low ammo- even if they carried enough for 12 shots usually there was misfires or wasted powder that would need to be cleaned out to get a good shot- hence why they were often assigned a helper and had 2-3 guns they fired in rotation. (I am still contemplating a way to reflect this practice but I can't think of a good way within MTW2 system).

    My approach on range is usually give +30 at least since game seems to have trouble knowing when enemy enter or leave max range and reload anim has to go through completely or start over. However even if muskets could fire 400 yards before losing enough energy to become non-lethal there were no units which engaged purposely at that range because muskets were so inaccurate. There are records of arquebus competitions just as for crossbows and bows and the generally accepted max range seems to have started about 50m and reach 120m by late 17th century (where to be competitive that is the range competitors dropped out at). That remained the range for most regimental contests until 1800s though of course there were professional shooters using special guns that could shoot further, such men were never employed in a formal military way until French Indian war and US Civil War and then mostly due to rifles becoming widespread.

    So that would be about 80-160 for aimed shots in game in the eras were are dealing with- however aside from heavy arquebus and some long barreled muskets preferred in the east most European armies adopted shorter, looser barreled guns that could be reloaded much faster and shot en masse at targets starting at 200-300m max(though usually the range was much less than 200 when fire command was given). Men were already shedding armor by 1600s so at some point in mid-late 1500s is when guns became lethal enough to most armor that the benefit of protection did not overcome the increased weight and cost of heavy armor except for specialized troops or troops on the front ranks of a formation (where records show in a Spanish pike unit of 200 men in 1634: 60 men in armor, 60 arquebusiers with half wearing armor, 80 pikemen with little to no armor in the rear ranks. Arquebusiers got double pay of the armored pikemen who made 50% more than the unarmored men. I don't know if the armored arquebusiers got more than the unarmored but it seems it was a small enough difference not to be noted. Perhaps they just got more rations or despite armor not being as effective as it had been it was still effective enough that serving long enough to wear it was its own reward.

    Anyway the entire quandary is that some earlier heavier guns were actually more accurate and just as powerful as later guns but much slower to load and once large parts of potential enemies were not wearing armor warfare became less about aiming for the armored guys then about firepower and reload speed is key in that. Partly this is why I think arquebuses and muskets were so mixed in service... armor took a long time to fade out completely as melee remained the key part of most battles into 1700s. Even in Napoleonic wars many units were famous for charging with unloaded muskets to engage in melee since the distances that units lined up to fire at the enemy were still so close.

    Reiters have mixed opinions on their success- there were some battles they did notably well, others were they were routed and suffered large losses. It seems a similar story to sword and buckler men where they were very effective used correctly in the right circumstances. The biggest impact they seemed to have is eliminating horse armor since Reiters themselves still wore heavy armor but they removed it from the horses to have a speed advantage. Heavy lancer pursuing them could not catch up and took point blank shots which despite pistols being exceptionally inaccurate at 10-20 feet could still hit something fairly often when aimed at a man mounted on a horse (hence also why I give cavalry an armor penalty as the bigger target actually makes hits more likely). Most Reiters had braces of 4-6 pistols and wore armor themselves. The pistols basically replaced the lance where the Reiters were still heavy cavalry and would approach enemy, fire to disrupt the formation and then charge in with swords or maces.
    Last edited by Ichon; February 24, 2012 at 06:04 PM.

  9. #769

    Default Re: Update

    Quote Originally Posted by Ichon View Post
    Yep, if I gave the heavy Arquebus longer range I would need to decrease the accuracy which is kind of making them pointless. Their tactical use was to focus fire on opposing heavy armored units behind a screen of infantry/barricades. The reload was quite slow but they were probably the most accurate guns aside from early rifled muskets which specialized shooters used already in 1600s but fouled so often they were not militarily useful. Also that is why I gave the heavy arquebus such low ammo- even if they carried enough for 12 shots usually there was misfires or wasted powder that would need to be cleaned out to get a good shot- hence why they were often assigned a helper and had 2-3 guns they fired in rotation. (I am still contemplating a way to reflect this practice but I can't think of a good way within MTW2 system).

    Probably only in a very general way by increasing reload times but about as much has been done with those as is possible so I think we are stuck here

    My approach on range is usually give +30 at least since game seems to have trouble knowing when enemy enter or leave max range and reload anim has to go through completely or start over. However even if muskets could fire 400 yards before losing enough energy to become non-lethal there were no units which engaged purposely at that range because muskets were so inaccurate. There are records of arquebus competitions just as for crossbows and bows and the generally accepted max range seems to have started about 50m and reach 120m by late 17th century (where to be competitive that is the range competitors dropped out at). That remained the range for most regimental contests until 1800s though of course there were professional shooters using special guns that could shoot further, such men were never employed in a formal military way until French Indian war and US Civil War and then mostly due to rifles becoming widespread.

    So that would be about 80-160 for aimed shots in game in the eras were are dealing with-

    Great its good we are coming up with similar figures, RC has ranges of 80-140m (with better shooters adding a little)

    however aside from heavy arquebus and some long barreled muskets preferred in the east most European armies adopted shorter, looser barreled guns that could be reloaded much faster and shot en masse at targets starting at 200-300m max(though usually the range was much less than 200 when fire command was given). Men were already shedding armor by 1600s so at some point in mid-late 1500s is when guns became lethal enough to most armor that the benefit of protection did not overcome the increased weight and cost of heavy armor except for specialized troops or troops on the front ranks of a formation (where records show in a Spanish pike unit of 200 men in 1634: 60 men in armor, 60 arquebusiers with half wearing armor, 80 pikemen with little to no armor in the rear ranks. Arquebusiers got double pay of the armored pikemen who made 50% more than the unarmored men. I don't know if the armored arquebusiers got more than the unarmored but it seems it was a small enough difference not to be noted. Perhaps they just got more rations or despite armor not being as effective as it had been it was still effective enough that serving long enough to wear it was its own reward.

    Anyway the entire quandary is that some earlier heavier guns were actually more accurate and just as powerful as later guns but much slower to load

    Absolutely and this comes as a surprise to most - there were some very (relatively) accurate Renaissance firearms, its just that you had to spend half your day loading the weapon.

    and once large parts of potential enemies were not wearing armor warfare became less about aiming for the armored guys then about firepower and reload speed is key in that. Partly this is why I think arquebuses and muskets were so mixed in service... armor took a long time to fade out completely as melee remained the key part of most battles into 1700s. Even in Napoleonic wars many units were famous for charging with unloaded muskets to engage in melee since the distances that units lined up to fire at the enemy were still so close.

    I definitely recommend to anyone interested in this period's warfare to install AlphaDelta's outstanding 'For King or Country' English Civil War mod, have you tried it Ichon? Its very, very good

    Reiters have mixed opinions on their success- there were some battles they did notably well, others were they were routed and suffered large losses. It seems a similar story to sword and buckler men where they were very effective used correctly in the right circumstances. The biggest impact they seemed to have is eliminating horse armor since Reiters themselves still wore heavy armor but they removed it from the horses to have a speed advantage.

    Heavy lancer pursuing them could not catch up and took point blank shots which despite pistols being exceptionally inaccurate at 10-20 feet could still hit something fairly often when aimed at a man mounted on a horse (hence also why I give cavalry an armor penalty

    Already handled in battle_config.xml mate, cav gets hit more

    <missile-target-accuracy>
    <infantry>1.0</infantry>
    <cavalry>1.5</cavalry>
    <elephants>2.0</elephants>
    </missile-target-accuracy>


    as the bigger target actually makes hits more likely). Most Reiters had braces of 4-6 pistols and wore armor themselves.

    Yep RC gives Reiters only 4 shots but the Reiter animation has been heavily altered so that there is essentially no reload time, just sufficient interval to depict getting hold of another pre-loaded pistol from the brace of 4 that are carried

    The pistols basically replaced the lance where the Reiters were still heavy cavalry and would approach enemy, fire to disrupt the formation and then charge in with swords or maces.
    SS has 'Early Reiters' which are pretty much medieval/gothic knights experimenting with pistols, they are very powerful but cost-wise nowhere near as effective as the later, faster Reiters with unarmored horses.

    Its really an interesting period in warfare, people tend to think that once guns came along that it just turned into Empire Total War (heaven forbid), but at the time technology and tactics were changing so fast that IMHO the new firearms make things more interesting than, say, early-era medieval warfare where very little changed for decades or more.
    Last edited by Point Blank; February 24, 2012 at 07:28 PM.

  10. #770

    Default Re: Update

    Quote Originally Posted by Point Blank View Post
    I definitely recommend to anyone interested in this period's warfare to install AlphaDelta's outstanding 'For King or Country' English Civil War mod, have you tried it Ichon? Its very, very good

    Already handled in battle_config.xml mate, cav gets hit more

    <missile-target-accuracy>
    <infantry>1.0</infantry>
    <cavalry>1.5</cavalry>
    <elephants>2.0</elephants>
    </missile-target-accuracy>


    Yep RC gives Reiters only 4 shots but the Reiter animation has been heavily altered so that there is essentially no reload time, just sufficient interval to depict getting hold of another pre-loaded pistol from the brace of 4 that are carried

    Yep RC gives Reiters only 4 shots but the Reiter animation has been heavily altered so that there is essentially no reload time, just sufficient interval to depict getting hold of another pre-loaded pistol from the brace of 4 that are carried

    Its really an interesting period in warfare, people tend to think that once guns came along that it just turned into Empire Total War (heaven forbid), but at the time technology and tactics were changing so fast that IMHO the new firearms make things more interesting than, say, early-era medieval warfare where very little changed for decades or more.
    For King or Country? I think I have heard it mentioned but never saw it in the mod list here on TWC. Is it for MTW2 or ETW? Its not leaping out on a search of TWC.

    Yes cavalry gets hit more when standing still- you can lose half your HA in a single volley. When cavalry are moving I'm not sure 1.5 is enough of an offset. Especially since most heavy cavalry have such high armor defense values. I will probably change that offset in phase 2 but since so many other things are changing I want to leave that alone for now. I wish there was a way to further divide the offset into types of infantry and cavalry. It would be interesting to have heavy cavalry have a different profile from light HA which is the main reason I haven't tried to change the offset in phase 1. Because any changes would affect the lighter cavalries as much as the heavy.

    Hmm... that is why I am making the 1390 mod as I actually haven't used Reiters that much in campaigns. Are those changes for RC 2.0 or been around in earlier RC?

    Yes, when I first started playing MTW2 I was thinking just about medieval war though I had read some about Renaissance and wars between the Italian cities, over the last 4 years my reading has shifted from a mix of fiction/historical biographies more to academic history and economics with maybe 1 fiction a month. Especially getting access to academic sources listing trade items, equipment, pay scales etc its really amazing how fast things changed between 1400 and 1600 where almost every war resulted in major reforms and even from battle to battle new things were tried. I love having Kindle and Google books on my phone... the 2 hours a day on the train are actually something I look forward to now. It's probably the least boring period in warfare until WW1-WW2 era for me.

  11. #771

    Default Re: Update

    Quote Originally Posted by Ichon View Post
    For King or Country? I think I have heard it mentioned but never saw it in the mod list here on TWC. Is it for MTW2 or ETW? Its not leaping out on a search of TWC.

    Yes cavalry gets hit more when standing still- you can lose half your HA in a single volley. When cavalry are moving I'm not sure 1.5 is enough of an offset. Especially since most heavy cavalry have such high armor defense values. I will probably change that offset in phase 2 but since so many other things are changing I want to leave that alone for now. I wish there was a way to further divide the offset into types of infantry and cavalry. It would be interesting to have heavy cavalry have a different profile from light HA which is the main reason I haven't tried to change the offset in phase 1. Because any changes would affect the lighter cavalries as much as the heavy.

    Hmm... that is why I am making the 1390 mod as I actually haven't used Reiters that much in campaigns. Are those changes for RC 2.0 or been around in earlier RC?

    Yes, when I first started playing MTW2 I was thinking just about medieval war though I had read some about Renaissance and wars between the Italian cities, over the last 4 years my reading has shifted from a mix of fiction/historical biographies more to academic history and economics with maybe 1 fiction a month. Especially getting access to academic sources listing trade items, equipment, pay scales etc its really amazing how fast things changed between 1400 and 1600 where almost every war resulted in major reforms and even from battle to battle new things were tried. I love having Kindle and Google books on my phone... the 2 hours a day on the train are actually something I look forward to now. It's probably the least boring period in warfare until WW1-WW2 era for me.
    FKoC is in the Med II hosted mod list - I think there is a Kingdoms version, but I actually recommend the original because Kingdoms handles pikes differently and not as well IMHO in that setting. Its a really lovely polished mod

    Sure, the 1.5 hit ratio for shooting at cavalry is a subjective value, I'm not sure how much that is affected by the target moving, it would be fine to try something like:

    <missile-target-accuracy>
    <infantry>1.0</infantry>
    <cavalry>2.0</cavalry>
    <elephants>3.0</elephants>
    </missile-target-accuracy>


    That might be the way to go, but as you say it means that stationary light HA will be cut down pretty fast. Personally I blame Germanicu5 for not being able to script fixes to all these issues. Are you listening there G5?

    Note that different mounts have different x-radius values in RC2.0, and because all missile weapons have the 'area' attribute, AFAIK the larger mounts will be hit more than the smaller ones

    The Reiter anim changes etc are in the 6.4 version of RC.

    I totally agree with you, 1400-1600 is a fascinating time in the history of warfare. The ETW timeframe seems rather dull by comparison really.

    But do have a look at FKoC

  12. #772

    Default Re: Update

    This is what I was referring to about the stamina of elites wearing heavy armor. Some of the conclusions seem a bit overdone for example about the affects of shallow breathing weakening a will to fight but the energy expenditures are what I found interesting. I think someone trained and conditioned more seriously in heavy armor is going to do better than the volunteers in the study but there is not much getting around the fact that even with excellent conditioning expending even 1.5 times more energy its going to be difficult to maintain a high level of exertion. The movement being significantly slower was sort of interesting as I've heard from many reenactors that there is a definite affect but its rarely measured precisely and probably difficult to ascertain since it would be based alot on the type of movement. Walking vs running or even walking uphill vs on flat ground.

    Anyway- wasn't sure if you'd seen this yourself already and it had some bearing on how to set the stamina levels.

    http://rspb.royalsocietypublishing.o...rspb.2011.0816

    http://www.leeds.ac.uk/news/article/...hardens_battle

  13. #773
    Germanicu5's Avatar Will buy spare time...
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    Default Re: Update

    Quote Originally Posted by Point Blank View Post
    That might be the way to go, but as you say it means that stationary light HA will be cut down pretty fast. Personally I blame Germanicu5 for not being able to script fixes to all these issues. Are you listening there G5?
    Attachment 207152
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  14. #774

    Default Re: Update

    Guys, in Napoleonic wars melee was very rare. There are practically only three battles where actual melee between two units in open terrain happened, and it was very short with one side withdrawing shortly. 99% defenders gave ground vs advancing units. Bayonet charges were never done in run, almost every time units walked with muskets lowered and bayonets in height of stomach. Charges were often broken by musket fire, or artillery fire, or even by counter-charge if defending unit had morale high enough to do it. Thing is every time soldiers saw enemy approaching, side with lower morale just turned and ran. Thats why Grenadiers and Elite units were most of the time wearing Bearcaps, so they can be identified from distance... giving enemy a warning...

  15. #775

    Default Re: Update

    What about in medieval wars?

  16. #776

    Default Re: Update

    Quote Originally Posted by Ichon View Post
    This is what I was referring to about the stamina of elites wearing heavy armor. Some of the conclusions seem a bit overdone for example about the affects of shallow breathing weakening a will to fight but the energy expenditures are what I found interesting. I think someone trained and conditioned more seriously in heavy armor is going to do better than the volunteers in the study but there is not much getting around the fact that even with excellent conditioning expending even 1.5 times more energy its going to be difficult to maintain a high level of exertion. The movement being significantly slower was sort of interesting as I've heard from many reenactors that there is a definite affect but its rarely measured precisely and probably difficult to ascertain since it would be based alot on the type of movement. Walking vs running or even walking uphill vs on flat ground.

    Anyway- wasn't sure if you'd seen this yourself already and it had some bearing on how to set the stamina levels.

    http://rspb.royalsocietypublishing.o...rspb.2011.0816

    http://www.leeds.ac.uk/news/article/...hardens_battle
    Great will look at those thanks, there is definitely room for improvement in stamina/heat model.

    Quote Originally Posted by Germanicu5 View Post
    Now you're getting it

    Quote Originally Posted by JaM View Post
    Guys, in Napoleonic wars melee was very rare. There are practically only three battles where actual melee between two units in open terrain happened, and it was very short with one side withdrawing shortly. 99% defenders gave ground vs advancing units. Bayonet charges were never done in run, almost every time units walked with muskets lowered and bayonets in height of stomach. Charges were often broken by musket fire, or artillery fire, or even by counter-charge if defending unit had morale high enough to do it. Thing is every time soldiers saw enemy approaching, side with lower morale just turned and ran. Thats why Grenadiers and Elite units were most of the time wearing Bearcaps, so they can be identified from distance... giving enemy a warning...
    Personally I think they should have worn the mask from that movie 'Scream':

    http://www.google.co.th/imgres?q=scr...:0&tx=26&ty=44

  17. #777

    Default Re: Update

    Yeah, i was quite surprised during research for Napoleon mod how incorrect my thoughts about melee were... in game, you often have clashes in the open field, but no such thing was a norm. instead, only terrain where melee happened was in redoubts or other broken terrain, or villages.. practically any terrain that could be defended, or more precisely terrain that gave defending units a morale boost,where they thought they have a chance defending it..

    i dont think it was that different in medieval times, at least with militia units (practically all soldiers of Napoleonic Wars could be considered as militia drafted), only difference was,that soldiers in formation with shield considered themselves "protected". Same apply to pike formations,which provided same bonus to men.but you could imagine how fast would archers or any other "unprotected" units ran from enemy if they saw them approaching...

  18. #778

    Default Re: Update

    There is a great program on Nat Geo called 'Warrior Graveyard' where they analyze the remains of men killed in combat in various eras, the sort of wounds they received.

    Recommended if you can get to see it.
    Last edited by Point Blank; February 28, 2012 at 12:52 AM.

  19. #779

    Default Re: Update

    I thought for Napoleonic wars most studies indicated about 15-20% deaths due to sword and bayonet? Far from the majority but not a minor amount either considering range of guns was more than 200m to close that distance. Something like 250-300 rounds per casualty was fairly common in most battles so advancing to close range might not have been a bad tactic- many accounts also indicate that when plug bayonets were replaced with slung bayonets charges become even more deadly as the soldiers being charged often opened up at too long a range to little effect while the company charging fired at less than 20m to great effect. 20-40% casualties in one volley from that range while at 100m or more casualties were more often in the 2% range.

    No tactics of frontal charges were recommended even for cavalry in Napoleonic era though... French, British, and German doctrines nearly always recommended a charge only from the flank or after enemy had already born numerous musket volleys and was tired. Although some Scot and French companies seemed very fond of bayonet work most indications are that even then it rarely occurred and was more a mystique that both the units and the enemy believed in and as JaM was saying the mere presence of such a known company could compel units to retreat from fear of receiving such a charge. Majority of bayonet wounds were in the back... so the company had already broken while most deaths and musket wound were on the left side indicating death in the line of fire.
    Last edited by Ichon; February 28, 2012 at 02:31 AM.

  20. #780

    Default Re: Update

    Quote Originally Posted by Ichon View Post
    Majority of bayonet wounds were in the back...
    I had no idea. I think that hand-to-hand combat requires a kind of courage that is almost unbelievable, it is in a way much more terrifying than being under fire. You'll see it coming...

    Makes you wonder, also as JaM said above, just how accurate our notions of medieval warfare are. We often hear of battles lasting for literally hours, but in fact a man in armor would tire in minutes. So either there was a lot of revolving ranks, Roman Legion style, going on (which seems unlikely given the lack of training of most medieval armies), or extended battles, as has been recently postulated, consisted of a series of multiple short, intense engagements with intervals for rest. Obviously plenty of room for overlap of these, and local battle conditions, but its interesting nevertheless. Is anyone knowledgable about recent research on this?

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