Thanks for the compliments and I agree with more or less everything you wrote.
I realised after working on BC that the old format of mod making was dead. There is a lot of talent in the TW modding world, but it's largely independent and widely scattered. There's no where near enough talent to make mods that match RTW mods in scale and depth.
Necessity is the mother of all invention. That's the approach that I took;
What
does a mod
need? A map, some factions, some units, some period/typical music and some artwork, targetted goals, believable ambition, LOTS and LOTS of reading and reseach (this was the one thing I did not know).
What
doesn't a mod
need? Large quantities of bug inducing scripts, a time span counted in centuries, units that range from pencil wielders to supermen, more factions than you have fingers on one hand, a map that covers several continents.
I was surprised when Dux informed me of these melee armed men. I had meant to reskin the clubmen farmer unit and give it to the Royalists but it was low priority. It's something for the future.
Technically they should be using wheellocks and doglocks pistols. Wheellocks being early, doglocks being later. A doglock looks like a flintlock to you and me.
http://www.loyalistarms.freeservers....glokpistl.html
Wheellocks had been in use for quite a long time. Certainly since the mid-16th Century, probably earlier.
http://www.collectorebooks.com/gregg01/Lot-245.htm
Feel free to show your appreaciation by buying that for me. It's only 30,000 USD.
I guess by the 17th century, the idea of the matchlock was entirely out of date, but I suppose it was cheap and importantly very reliable. If the mechanism breaks, you can always physically push the wick into the priming pan.
It's true, and is something I will try to sort out for future patches.
Cheers