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Thread: [WIP] Artillery Units

  1. #1

    Default [WIP] Artillery Units

    Here i will show you the progress on artillery units

    3-lber Artillery (wip)


  2. #2
    jjja494's Avatar Libertus
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    Default Re: [WIP] Artillery Units

    Very nice, and for the artillery units, please don't leave a good 40 or so extra people behind the 6 guys who are on the cannons like in M2TW, where only a 7th of the unit seems to do anything.
    There are only two powers in the world: the sword and the mind. In the long run, the sword is always defeated by the mind.
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  3. #3

    Default Re: [WIP] Artillery Units

    i think 4 per cannon is enough, and 4 cannons per "artillery unit" 4 cannons 16 crew soldiers.

  4. #4
    jjja494's Avatar Libertus
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    Default Re: [WIP] Artillery Units

    Thanks
    There are only two powers in the world: the sword and the mind. In the long run, the sword is always defeated by the mind.
    ~Napoleon Bonaparte

  5. #5
    Artifex
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    Default Re: [WIP] Artillery Units

    Looks good!

    Is it possible to edit the model so that crew uses bars attached to the wheel axis to pull the cannons? Like the Swedish artillery after Cronstedts reforms (put to the test at the battle of Gadebush). Adding horses is not possible if I have understood correctly, so one cannot fully depict light mobile artillery, but the bars would add a touch of historical accuracy still. Horses were not used as the cannons closed on enemy infantry, so a horseless artillery unit is accurate for at least half the battle.

  6. #6
    Morrowgan's Avatar Centenarius
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    Default Re: [WIP] Artillery Units

    Really good.
    Member of the Beyond Skyrim Project

  7. #7

    Default Re: [WIP] Artillery Units

    Quote Originally Posted by Maltacus View Post
    Looks good!

    Is it possible to edit the model so that crew uses bars attached to the wheel axis to pull the cannons? Like the Swedish artillery after Cronstedts reforms (put to the test at the battle of Gadebush). Adding horses is not possible if I have understood correctly, so one cannot fully depict light mobile artillery, but the bars would add a touch of historical accuracy still. Horses were not used as the cannons closed on enemy infantry, so a horseless artillery unit is accurate for at least half the battle.
    we try to use reallism that the engine allows. no horses aren't possible. bars? you mean extend the wheels shaft to both sides?

    Quote Originally Posted by Deutscher Kaiser View Post
    Really good.
    Thanks.

  8. #8
    Artifex
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    Default Re: [WIP] Artillery Units

    we try to use reallism that the engine allows. no horses aren't possible. bars? you mean extend the wheels shaft to both sides?
    Precisely. It was one of the ideas of the colonel Carl Cronstedt, a very important developer of the swedish artillery. The crew attached shafts/poles in order to be able to push the cannons with perhaps 10 men instead of 4. Obviously much faster. I will be happy to write more in detail about it later, maybe after Christmas.

  9. #9

    Default Re: [WIP] Artillery Units

    well that can be done on the model but would be only for pure visual reasons because the animation only uses 3 men during preparation/firing and 2 to move the cannon. i've extended a bit the bar/shaft (not much) and modified a bit cannon layout.


  10. #10
    Artifex
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    Default Re: [WIP] Artillery Units

    The hardcode limit strikes again. Hmm, I forgot about the animation being problematic. The bars would have been at least a metre long, with two or three men pushing on each. If some pushing soldiers are added to the model, maybe it can be made to look like they stand ready when the cannon is stationary.

  11. #11

    Default Re: [WIP] Artillery Units

    sadly yes hardcode limits its very annoying

  12. #12
    Opifex
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    Default Re: [WIP] Artillery Units

    Very good looking artillery models.


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    and may posterity forget that ye were
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  13. #13

    Default Re: [WIP] Artillery Units

    here is screenshot from ingame test (3-lber cannon)



    also you can see flag model is slightly modified to fit the upcomming flags, but textures still vanilla

  14. #14
    Morrowgan's Avatar Centenarius
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    Default Re: [WIP] Artillery Units

    Really good !
    Member of the Beyond Skyrim Project

  15. #15
    Ixor_Drakar's Avatar Senator
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    Default Re: [WIP] Artillery Units

    Sweet, that's almost Empire quality to my eyes. Even better since I cant play it now that my graphics card burned out and had to switch to an older one.
    I survived the Mayan Apocalypse 12/21/12

  16. #16
    Lord Minotaur's Avatar Biarchus
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    Default Re: [WIP] Artillery Units

    it looks like empire.

  17. #17

    Default Re: [WIP] Artillery Units

    Very nice, they look great!

    Is canister shot possible in the M2TW engine? I do know that in the M2TW mod Thera, there are a couple units that are basically primitive shotgun troops, so that sort of projectile might be possible.



  18. #18

    Default Re: [WIP] Artillery Units

    artillery have traditional cannon ball shot, explosive shell and grape shot.

  19. #19

    Default Re: [WIP] Artillery Units

    Good to hear! I was not sure if that would be possible



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