Page 1 of 2 1 2 LastLast
Results 1 to 20 of 36

Thread: Real Combat 2.0 (Ultimate Edition)

  1. #1

    Default Real Combat 2.0 (Ultimate Edition)

    Greetings,

    The battlefield section will be completed by end of the day tomorrow. Then I need to update some of the background screens, which are all there, but some are now superfluous. After that, a little on the Early and High era campaigns, which should take a day or two. Finally, some small changes to the treasury costs incurred by nobles/generals in BGRIV, and it is done. Hopefully I can have an installer done by the end of this week.

    It will happen!

    Subsequent work:
    -some additional late-era models and weapons by jurcek1987, to include (for most Western and Eastern factions) a mounted knight/man-at-arms wielding either a mace or warhammer, a foot version of same, another version armed with a polearm such as a halberd or poleaxe, and one armed with an Estoc (a type of 2H sword without sharp edges and designed for thrusting into the weak points of an enemy's armor). These would be attired in full plate, upgradeable to Italian White/German Gothic/English Greenwich-type armors depending on geographical area. I am not well-versed in armor developments in Russia and Muslim areas so any assistance would be great
    -a 1370 Late Era campaign
    -an additional faction, perhaps Georgia for the Early and High campaigns, and Burgundy for Late

  2. #2

    Default Re: Real Combat 2.0 (Ultimate Edition)

    Thanks for all of the hard work, Point Blank! I am really looking forward to playing this!
    Pleasant it is, when over a great sea the winds trouble the waters, to gaze from shore upon another's tribulation: not because any man's troubles are a delectable joy, but because to perceive from what ills you are free yourself is pleasant - Lucretius

  3. #3

    Default Re: Real Combat 2.0 (Ultimate Edition)

    Status: on track to complete battlefield section today.

  4. #4

    Default Re: Real Combat 2.0 (Ultimate Edition)

    Status: battlefield section complete, working on background screens.

    Here is a great video featuring some nice Late Era combat using the old RC that came with SS6.4
    https://youtu.be/k2u0LW7t7dI

    You can find plenty more by searching for 'stainless steel online battle' on Youtube.

    Also, please take a look at this, I will likely build it in to the release (which already uses SweetFX but this looks fantastic)
    https://youtu.be/LsM9mU9SsIY

  5. #5

    Default Re: Real Combat 2.0 (Ultimate Edition)


  6. #6

    Default Re: Real Combat 2.0 (Ultimate Edition)

    Sorry been absent a little, been unwell.

  7. #7
    Judeman266's Avatar Ducenarius
    Join Date
    Mar 2011
    Location
    Philadelphia, PA
    Posts
    987

    Default Re: Real Combat 2.0 (Ultimate Edition)

    Hey PB,

    I am glad that you are almost done with RC 2.0. I am awaiting the release with bated breath. I'm sure it will be well worth the wait. Speaking of the release, I have just re-uploaded my Historical Battle/Situation Mini Mod. If you think it adds value, you can add it to the release.

    http://www.twcenter.net/forums/showt...ttles-Mini-mod


  8. #8

    Default Re: Real Combat 2.0 (Ultimate Edition)

    Definitely, many thanks!

    Still not well, looking forward to trying ASAP
    Last edited by Point Blank; October 15, 2017 at 08:58 AM.

  9. #9
    Jurand of Cracow's Avatar Campidoctor
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    1,592

    Default Re: Real Combat 2.0 (Ultimate Edition)

    Quote Originally Posted by Point Blank View Post
    Definitely, many thanks!
    Still not well, looking forward to trying ASAP
    Hi PB, I've got a question: how do you plan the compatibility of the RC2.0 with the other (sub)mods. There're many of them: for the Broken Crescent there's Buff and Shine, for the SS there're SSHIP, Titanium, HURB, BftB. How the 2.0 will be playable - only with SS6.4, or maybe somehow different?
    cheers
    JoC
    For those who want to play a historical mod in a medieval setting:
    try either the Stainless Steel Historical Improvement Project + minimods,
    or the Broken Crescent + Buff and Shine submod.
    ..........................................................................................................................................................................
    Reviews of the mods: SSHIP (2018), Wrath of the Norsemen (2018), Broken Crescent (2018).
    Minimods for the SSHIP: Generals Traits, Provincial Titles, Crowns.
    Short guides for the SSHIP: population growth, forts and watchtowers.
    Pros and cons of having Merchants in an M2TW mod.
    Home rules for playing a game without exploiting the M2TW engine deficiencies.
    Dominant strategy in Attila TW and Rome 2 TW: “Sniping groups of armies”.

  10. #10

    Default Re: Real Combat 2.0 (Ultimate Edition)

    Well, all those mods make some alterations to the combat system, ie the EDU, projectiles files, mounts, walls etc.

    To go through those and use all of RC would be a lot of work, because they are all interlinked, and other developers may not agree with how I have implemented and represented some things. However, certainly aspects could be used without a great deal of alteration, such all the altered and new animations - every weapon type now has a customized animation set. By weapon type I mean 1H cutting, 1H thrust, 1H cut and thrust, 2H piercing, mace/warhammer etc, a very large number including altered projectile anims that closely mimic historical rates of fire, new mount anims etc.

    I will put up a list of changes, there are many.

    As far as working with SS6.4, it uses it as a base but the download will just include the entire directory so it can be used as a standalone, because there are multiple changes to the recruitment system, graphics, new units etc.

  11. #11
    Lifthrasir's Avatar A Clockwork Orange
    Content Director Citizen

    Join Date
    Jan 2010
    Location
    Dunkirk - France
    Posts
    8,985
    Blog Entries
    4

    Default Re: Real Combat 2.0 (Ultimate Edition)

    About animations, have you implemented the bowstring animations for the archers (and its equivalence for the crossbowmen)?
    ... And keep the good job up
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader



  12. #12

    Default Re: Real Combat 2.0 (Ultimate Edition)

    No, I haven't. I don't mind doing so, but seems the number of models with the bowstring added is limited.

  13. #13
    Lifthrasir's Avatar A Clockwork Orange
    Content Director Citizen

    Join Date
    Jan 2010
    Location
    Dunkirk - France
    Posts
    8,985
    Blog Entries
    4

    Default Re: Real Combat 2.0 (Ultimate Edition)

    Well, the main "problem" is that you'll need to add a bone for the relevant meshes (or use an existing skeleton using that animation already which save a bit of time), update the meshes as well, make textures for the arrow or bolt in place on the weapon and then update accordingly all concerned units in the BMDB. I also found out that some animations have a strange behaviour with it, like the death animation for crossbowmen (I still need to look at it actually). A bit of work as you can see

    To answer to your question, with the above and in therory, you can upgrade all missile units (with time and patience)
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader



  14. #14

    Default Re: Real Combat 2.0 (Ultimate Edition)

    So.. uh, is this done?
    SIT VIS VOBISCUM

  15. #15
    Senator
    Citizen

    Join Date
    Oct 2012
    Location
    Germany, Baden
    Posts
    1,231

    Default Re: Real Combat 2.0 (Ultimate Edition)

    I'm really looking forward to RC 2.0.
    My Mods:
    RCM 2 for Medieval II Total War Kingdoms
    A battle realism mod for all four Medieval II Total War Kingdoms campaigns

    Shogun II Total Realism
    A realism mod for Shogun II, Rise of the Samurai and Fall of the Samurai

  16. #16

    Default Re: Real Combat 2.0 (Ultimate Edition)

    As some of you might remember, there have been many reasons why I have not yet completed this project - health, financial, personal, as well as losing the laptop that had most of the work done on the updated files, and frankly the prospect of having to re-do them was daunting because the volume of work was significant. I have also been so short of cash that I have not even been able to afford a new PC to continue things, though I have been able to finish the purely combat files on a friend's machine.

    The good news is, while around at my ex-wife's place getting some of my things, I found the lost laptop hidden away! It does not start, but I took it in to a technician and have a new chipset on order, which will arrive late next week. Assuming the hard drive is ok, and it should be, I will be able to integrate the new combat files with the other RC2.0 stuff there. It will be sooo good to have a computer again, it has been a long time.

    There was an issue with one of the campaigns not starting, and I want to add in a couple of new graphical sub-mods as well, but it should not be too long before I can finally do a release.

    It has been one of my fondest wishes to do so for a long time

    Following that there is more content I would like to add, such as another faction (there is a free slot I think), some new units if room can be found, a proper Late Era campaign starting in 1370 and some updates to the recruitment system etc.
    Last edited by Point Blank; February 02, 2018 at 07:51 AM.

  17. #17
    Navajo Joe's Avatar SS Forum Moderator
    Join Date
    May 2008
    Location
    England
    Posts
    4,088

    Default Re: Real Combat 2.0 (Ultimate Edition)

    Point Blank,

    I don't know what to say other than well done and top marks for perseverance, you have had more than enough to deal with.





    'Proud to be patronised by cedric37(My Father and My Guardian)

  18. #18
    Jurand of Cracow's Avatar Campidoctor
    Join Date
    Oct 2012
    Location
    Cracovia
    Posts
    1,592

    Default Re: Real Combat 2.0 (Ultimate Edition)

    Hi PB,
    As I understand this will be a submod compatible with the SS6.4 (but not with the submods, like HURB, SSHIP, Titanium)?
    JoC
    For those who want to play a historical mod in a medieval setting:
    try either the Stainless Steel Historical Improvement Project + minimods,
    or the Broken Crescent + Buff and Shine submod.
    ..........................................................................................................................................................................
    Reviews of the mods: SSHIP (2018), Wrath of the Norsemen (2018), Broken Crescent (2018).
    Minimods for the SSHIP: Generals Traits, Provincial Titles, Crowns.
    Short guides for the SSHIP: population growth, forts and watchtowers.
    Pros and cons of having Merchants in an M2TW mod.
    Home rules for playing a game without exploiting the M2TW engine deficiencies.
    Dominant strategy in Attila TW and Rome 2 TW: “Sniping groups of armies”.

  19. #19

    Default Re: Real Combat 2.0 (Ultimate Edition)

    Quote Originally Posted by Jurand of Cracow View Post
    Hi PB,
    As I understand this will be a submod compatible with the SS6.4 (but not with the submods, like HURB, SSHIP, Titanium)?
    JoC
    Yes it is stand-alone, well the RR aspects etc
    The RC system can be applied in any mod, though it is a lot of manual work because the files related to combat have many inter-relations. Things like the new animations though could be applied to any mod fairly easily. They are now specific to weapon type, some examples:
    1H thrusting
    1H cutting
    1H cut-and-thrust
    1H axes
    2H versions of same for swords, polearms, clubs, axes
    1H and 2H percussive weapons such as hammers and maces
    New mount animation sets for mounts classified as Lancers, Chargers or Brawlers
    Updated loading anims for archers such that better quality ones shoot more quickly
    Some re-working of how 'Aggressive' anims work, ie those units are less concerned with unit cohesion and will push forward vigorously - used by Sword and Buckler Men plus other anti-pike units, fanatical units, barbarian infantry etc.

    Aside from that and implementing the fine stat details, some of the other facets such as the updated treatment of cavalry vs infantry morale effects, heat, and the mount classifications above could also be easily implemented.

    I will try to get a more complete list of changes done shortly, it is quite extensive.

  20. #20
    Lifthrasir's Avatar A Clockwork Orange
    Content Director Citizen

    Join Date
    Jan 2010
    Location
    Dunkirk - France
    Posts
    8,985
    Blog Entries
    4

    Default Re: Real Combat 2.0 (Ultimate Edition)

    I look forward for that stuff. Keep it up PB
    Under the patronage of Flinn, proud patron of Jadli, of the Imperial House of Hader



Page 1 of 2 1 2 LastLast

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •