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Thread: [Release]KCC (Kostic Chronology Costumes) - included in the SSHIP 098

  1. #621
    Jurand of Cracow's Avatar History and gameplay!
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    Quote Originally Posted by kostic View Post
    For the history of armor points, it seems that the figures announced do not correspond to reality: +1 point would actually correspond to +2.5 according to what I was told.
    I admit that I have no idea how to check this but the subject would be old and known.
    Indeed, this is an old and known knowledge.
    However, IIRC this applieds to upgrade of armour, not to the base value. So if:
    - unit A has initial armour of 3,
    - unit B has initial armour of 5,
    and then
    - unit A upgrades the armour stat by 2,
    - unit B upgrades the armour stat by 1,
    the result is:
    - unit A has initial armour of 8,
    - unit B has initial armour of 7.5.

    @Gigantus, do you concur?

  2. #622

    Default Re: [Release]KCC (Kostic Chronology Costumes)

    With the new canals and polders improvements in the Netherlands areas by @Jurand, it has reminded me that a Flemish AOR unit could be added to the game along with the current Flemish pikeman mercenaries.
    Some time ago I proposed such a unit called "Flemish militia" or "Goedendag militia" for the 3 Flemish settlements in the game (Gand, Loven and Utrecht), it would be a unique militia of this "mini-faction" since the Flemish or Dutch had a strong independent character and fighting style.
    As you know this weapon became famous in the Battle of Courtrai against the French. https://es.wikipedia.org/wiki/Batalla_de_Courtrai

    "According to the Dutch, the goedendag was an "improvised" weapon developed for the Flemish levy that emerged around the 13th century in response to the lack of "serious" military equipment for the infantry troops of the Army of Flanders who fought against the occupation by the Dutch. of France and in favor of its subsequent independence. According to this source, a goedendag was nothing more than a heavy club with a sharp spike and long as a spear, whose solid iron weapon head (moharra) was inserted several centimeters into the wood of the club to gain more weight when hitting."

    they could be recruited at the beginning of the 13th century in these 3 city settlements as an AOR unit in the militia barracks, they would not be very expensive (militia) and would be effective against cavalry, later these Flemish militias could be replaced by Flemish pikemen. Thus we would have a characteristic unit of these areas and we would not have to wait long in the game to see them.


    As a little tip for our unit creator Kostic, you could take the Italian "Marinae" as a reference and substitute their staffs for the goedendag to create another NEW UNIT if there are enough slots.
    Here I also leave you images of its armament and uniformity to make its creation easier.
    As a curiosity to tell you that in other strategy games like the famous Age of Empires 2 Definitive edition this weapon appears in a unique unit of the Burgundians called "flemish militia".

    Spoiler Alert, click show to read: 

    Click image for larger version. 

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    Last edited by j.a.luna; March 15, 2022 at 02:12 PM.
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  3. #623
    kostic's Avatar Domesticus
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    It's an interesting idea indeed.

  4. #624

    Default Re: [Release]KCC (Kostic Chronology Costumes)

    Do you have any models with Phrygian helmets? I've been surprised by it's commonality within manuscripts.

  5. #625
    kostic's Avatar Domesticus
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    Quote Originally Posted by Cephalophore View Post
    Do you have any models with Phrygian helmets? I've been surprised by it's commonality within manuscripts.
    Indeed, some soldiers have this type of helmet. They are usually mixed with other types of helmets.

  6. #626
    kostic's Avatar Domesticus
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    I'm doing the knights right now. Here you can see the difference between the knights of the first half of the 12th century and their improvement on the right rather of the second half of the 12th century (dismounted_mailed_knights_sword_ug1)



    There is also the version of the knights on horseback:






    It takes time, but I'm also revising the images of the unit cards to make them more in line with the units on the ground...
    Some of these improvements are already in the SSHIP 098 beta. The next delivery should bring more new units!

  7. #627
    Libertus
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    Amazing!

  8. #628
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    Kostic one way to slightly improve the riders position on MARKA HORSES is to change a bit their riding values?
    Compare the Vanilla one:
    Code:
    type                heavy horse
    class                horse
    model                Mount_Heavy_Horse
    radius                1.8
    x_radius            0.8
    y_offset            0.7
    height                2.5
    mass                6.25    ;changed from 4.0 29/4/05
    banner_height        0
    bouyancy_offset        1.8
    water_trail_effect    horse_water_trail
    root_node_height    1.0
    rider_offset        0.0, 0.38, 0.70
    With a MARKA horse: (TGC varietion).
    Code:
    type                medium_horse_tgc 
    class                horse
    model                medium_horse_tgc 
    radius                1.8
    x_radius            0.8
    y_offset            0.7
    height                2.5
    mass                7.5
    banner_height        0
    bouyancy_offset        1.8
    water_trail_effect    horse_water_trail
    root_node_height    1.0
    rider_offset        0.0, 0.34, 0.74
    Ofcourse if you could hundle animation merging (that i can not ) Briarius's rider's position fix is the best solution.
    Last edited by AnthoniusII; April 10, 2022 at 04:15 AM.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  9. #629
    Libertus
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    -

  10. #630
    kostic's Avatar Domesticus
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    @Antoine II : I'm not bothered by the horse animations. Maybe sometimes the rider stands a little too far back...Where are these lines of code ? I have little knowledge of animating models.

  11. #631

    Default Re: [Release]KCC (Kostic Chronology Costumes)

    I can definitely tell your skills have improved over this time. Your time and efforts are equally as impressive as the units themselves. Your work is certainly more difficult and extensive than my events, but I can't wait to see them fully completed together. It would be the most immersive experience in a total war game yet; in my humble opinion. Any more immersive and we'll run the risk of going "full [medieval], you never go full [medieval]"

  12. #632
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    Quote Originally Posted by kostic View Post
    @Antoine II : I'm not bothered by the horse animations. Maybe sometimes the rider stands a little too far back...Where are these lines of code ? I have little knowledge of animating models.
    data/descr_mount.txt
    They reposition od ride's on horse back a bit lower and a bit forward without elliminating the folating effect when charge unfurthunatly.
    TGC in order to continue its development seak one or more desicated scripters to put our campaign scripts mess to an order plus to create new events and create the finall missing factions recruitment system. In return TGC will give permision to those that will help to use its material stepe by step. The result will be a fully released TGC plus many mods that will benefit TGC's material.
    Despite the mod is dead does not mean that anyone can use its material
    read this to avoid misunderstandings.

    IWTE tool master and world txt one like this, needed inorder to release TGC 1.0 official to help TWC to survive.
    Adding MARKA HORSES in your mod and create new varietions of them. Tutorial RESTORED.


  13. #633
    demagogos nicator's Avatar Domesticus
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    The knights looks stunning!

  14. #634
    Alwyn's Avatar Frothy Goodness
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    Yes, good work on the knights!

  15. #635
    kostic's Avatar Domesticus
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    Thank you for appreciating my work!
    Here are some examples for hunters (AOR unit) depending on the faction using it. The rebels keep the initial aspect but the hunters used in the armies have adapted colors so that we can differentiate them.










    There are about thirty factions. I show only a few examples here.

  16. #636
    Khevsur's Avatar Senator
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    Default Re: [Release]KCC (Kostic Chronology Costumes)



    this is cool Quivers for Svanian and Egrisian Prasant Archers
    Last edited by Khevsur; April 20, 2022 at 07:30 AM.

  17. #637
    demagogos nicator's Avatar Domesticus
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    The hunters looks good. Do not claim to be an expert on the topic, but had not been quivers historicly worn at waist rather than on back?

  18. #638
    kostic's Avatar Domesticus
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    Indeed, the quivers are rather worn at the waist, but the animation of the archers means that they will catch their arrows behind their back... I adapted to this animation because I have no skills in this area unfortunately .
    In SSHIP 092, there was an animation that not only corrected this detail, but also showed the archer dropping his arrow on the string. It was great ! Unfortunately, I later discovered that this animation caused a terrible bug when these archers came into contact with other units. The screen was then covered with textures making the battle unplayable.
    So I had to give up using this animation to redo my archers.


    I did these tests in 2018. There is also a bug with crossbowmen but less serious. On the attached video, go to 2:30 to see with your eyes the bug of the archers :

    https://www.youtube.com/watch?v=xCDf0eiMmcY
    Last edited by kostic; July 02, 2022 at 09:29 AM.

  19. #639
    kostic's Avatar Domesticus
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    Default Re: [Release]KCC (Kostic Chronology Costumes)

    Some images related to my contribution for SSHIP 098
    The version is still in beta mode.


    Spoiler Alert, click show to read: 

    Saxon huscarls
    Spoiler Alert, click show to read: 

    Se bodyguard with some new units cards
    Spoiler Alert, click show to read: 

    Levy crossbowmen now different from crossbow militia. The last unit have one more upgrade.
    Spoiler Alert, click show to read: 

    My mailed knights for early XIIe
    Spoiler Alert, click show to read: 

    No more kite shield for axe militia. Some mace with axe...
    Spoiler Alert, click show to read: 

    I rework pilgrims. South pilgrims have different color.
    Spoiler Alert, click show to read: 

    Axe mailed foot knights with more details

  20. #640

    Default Re: [Release]KCC (Kostic Chronology Costumes)

    Really awesome and historical units!!! I like so much anglosaxon huskarls with beards!! Also they have saxon symbols in their shields? And for normans units with norman symbols...

    Do you planned add new units as Flemish militia" or "Goedendag militia", or maybe improve another old model units??

    Your work is really awesome and every day you have more experience! +++Rep
    THE MORE YOU SWEAT NOW,
    THE LESS YOU BLEED IN BATTLE!!!



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