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Thread: SSHIP Ideas for future releases

  1. #21
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP Ideas for future releases

    If we consider Chrétiens de Troyes as reference, he wrote his "arthurian" romans from 1175 to 1182 AD more or less. So, yes, these 100 turns, no matter from where they come from, are quite accurate actually.
    Agree that this is not accurate for some of the factions. Artists or theater troups for Muslim factions might be more suitable
    And what about the others such as Eastern Europe or with the Greek culture (ERE and Georgia)?
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  2. #22

    Default Re: SSHIP Ideas for future releases

    Slight issue: may want to rework historical availability of units? As it is, we get told about gunpowder long before we're able to build gunpowder units, and are able to build carracks before we can build bombards, which seems...off. No real objection to English longbowmen availability though, as it makes sense (starts a generation after longbow practice becomes mandatory). Not sure on other units though, anyone else find mismatched history with in-game reality.
    Alii inferre bellum, facientibus pacem.


  3. #23
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP Ideas for future releases

    I had once a few questions and I'm interested in your experience with Rimabaults and trebuchets:

    Quote Originally Posted by Jurand of Cracow View Post
    On artillery: after like 1220 in the east a mercenary Rimbault unit appears. The Kievian armies field them occassionally. These are pretty powerful units - comparatively fast reloading and high range artillery, impalling many people and spreading fear. On the bridge battles they're absolutely kings.
    I wonder what is the historical background on them? And how it's possible that they appear as mercs somewhere in the steppes...

    Besides - I'm also concerned with those trebuchets used in the field battles. I've had a battle (a bridge one, admittedely) where they're a major force.

  4. #24
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP Ideas for future releases

    I thought I have already answered to this
    Trebuchet were not used on battlefield but only for sieges as defensive and as offensive weapon alike.
    About ribault, I need to dig out my notes
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  5. #25
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP Ideas for future releases

    Quote Originally Posted by Lifthrasir View Post
    Trebuchet were not used on battlefield but only for sieges as defensive and as offensive weapon alike.
    I somehow know it. The problem is: I've played a battle and they're very much effective against my troops - they've done a lot of damage.
    Now the question is: what to do with them?

  6. #26

    Default Re: SSHIP Ideas for future releases

    Quote Originally Posted by Lifthrasir View Post
    About ribault, I need to dig out my notes
    They were sporadically present on the battlefield since 1339 I think.

    They are historical.

    They were basically just smaller culverins mounted together in a stack.

  7. #27
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP Ideas for future releases

    Quote Originally Posted by Mamlaz View Post
    They were sporadically present on the battlefield since 1339 I think.
    They are historical.
    They were basically just smaller culverins mounted together in a stack.
    Very good information, this means to me that:
    - having them in early 13 century is not historical;
    - they should be rather ineffective on the battlefield - as the early culverins were. When - historically - the field artillery started to be effective in the field, late 15-century or later?

  8. #28
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP Ideas for future releases

    That's correct JoC.
    From my opinion, most of these weapons should be available only for sieges. However, the only option would be to add them (or some of them such as the trebuchet f.e.) beside the ladders, siege tower and so on. But I don't think that it's possible unfortunately.

    Another option could be to forbide to attack a fortified settlement (which means all of them except villages) straight away, without a siege. A minimum amount of turns should be defined (like 1 or 2 turns f.e.). Again, not sure how it can be done (if possible)
    Last edited by Lifthrasir; October 26, 2018 at 02:48 AM.
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  9. #29

    Default Re: SSHIP Ideas for future releases

    Perhaps there is a command line that tells the army that it can assault the city if it has siege equipment unit?
    Changing that from 1 to 0, if such a line exists, would do the trick.

    Quote Originally Posted by Jurand of Cracow View Post
    - they should be rather ineffective on the battlefield - as the early culverins were. When - historically - the field artillery started to be effective in the field, late 15-century or later?
    Eh, I do not honestly know how effective they were in the 14th century, but in the 15th century culverins were very effective.
    Pretty much deciding some Hussite battles and French victories over the English at the late H years war.

  10. #30
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: SSHIP Ideas for future releases

    Quote Originally Posted by Lifthrasir View Post
    From my opinion, most of these weapons should be available only for sieges. However, the only option would be to add them (or some of them such as the trebuchet f.e.) beside the ladders, siege tower and so on. But I don't think that it's possible unfortunately.
    Neither do I. I think the only way is to tweak the trebuchets in the way they're utterly inaccurate against troops.

    Quote Originally Posted by Lifthrasir View Post
    Another option could be to forbide to attack a fortified settlement (which means all of them except villages) straight away, without a siege. A minimum amount of turns should be defined (like 1 or 2 turns f.e.). Again, not sure how it can be done (if possible)
    It's possible to be done through traits. This has been explored here for the SSHIP, and it has been implemented by vsivak for the Broken Crescent. One of the many benefits of such solution (that is limited to the player) is that the AI won't go crazy with the something it doesn't know.

  11. #31

    Default Re: SSHIP Ideas for future releases

    personally i just reduced the damage siege weaponry deals against troops, a trebuchet hit for example kills like 3 soldiers instead of 10-15 on a hit

  12. #32
    Lifthrasir's Avatar "Capre" Dunkerquois
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    Default Re: SSHIP Ideas for future releases

    What is the efficiency against walls during a siege then?
    Under the patronage of Flinn, proud patron of Jadli, from the Heresy Vault of the Imperial House of Hader

  13. #33

    Default Re: SSHIP Ideas for future releases

    Quote Originally Posted by Lifthrasir View Post
    What is the efficiency against walls during a siege then?
    same, there's damage vs walls and there's damage vs troops

    EDU

    Code:
    class            missile
    voice_type       Heavy
    banner faction   main_missile
    banner holy      crusade
    soldier          NE_Trebuchet_Crew, 24, 2, 0.8
    officer      northern_captain
    engine           trebuchet
    
    
    attributes       sea_faring, hardy, can_withdraw, artillery
    formation        1.5, 1.5, 3, 3, 3, square
    stat_health      1, 2
    stat_pri         1, 1, no, 0, 0, melee, artillery_mechanical, piercing, knife, 15, 1
    stat_pri_attr    no
    stat_sec         5, 3, trebuchet, 285, 30, siege_missile, artillery_mechanical, blunt, none, 0, 1
    stat_sec_attr    ap, bp, area, launching
    stat_ter         12, 3, cow_carcass, 215, 3, siege_missile, artillery_mechanical, blunt, none, 0, 1
    stat_ter_attr    ap, bp, launching
    stat_pri_armour  3, 3, 0, leather
    stat_sec_armour  0, 0, flesh
    stat_heat        1
    descr_projectile

    Code:
    projectile trebuchet
    
    
    effect 			boulder_medium_set
    end_effect				ground_impact_treb_set
    end_man_effect			man_impact_catapult_set
    end_package_effect    	wall_impact_medium_set
    end_shatter_effect		ground_impact_treb_set
    end_shatter_man_effect		man_impact_catapult_set
    end_shatter_package_effect	wall_impact_medium_set
    
    
    
    
    damage			60
    damage_to_troops 10
    radius			0.4
    mass			2.0		;appears to be units of 100kg (given a man is 0.8)
    area			1
    accuracy_vs_units		0.08
    accuracy_vs_buildings	0.04
    accuracy_vs_towers      0.04
    min_angle		-15
    max_angle		60
    velocity		75 ;61
    ;bounce			0.01 0.01 0.93 0.5
    body_piercing
    display			aimed

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