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Thread: Unrealism in Cavalry Charges....

  1. #1
    Evan MF's Avatar Vicarius
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    Icon9 Unrealism in Cavalry Charges....

    Hi,

    I don't know about you guys but I find the cavalry impact animations in MTW2 are worse than in RTW.

    In RTW when cavalry charge into infantry, an infantryman flies back at a 280-300 degree angle. When an elephant charges into infantry, an infantryman flies back at a 300-320 angle.

    However this seems to be scrapped in MTW2...

    In MTW2 when cavalry or elephants sharge into infantry, an infantryman flies upwards at a 360 degree angle (thats vertically!!??), the infanrtyman also flies up in a laying down position.

    This seems to be something they scrapped and re-did badly for MTW2...

    To get a better picture watch this video, when the cavalry impact on the infantry at the end. You'll know what I mean about MTW2...



    Have any of you guys noticed this before? Can it be improved? Opinions please!

    Evan
    Last edited by Evan MF; September 20, 2009 at 01:30 PM.

  2. #2
    Raiven's Avatar Ducenarius
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    Default Re: Unrealism in Cavalry Charges....

    Yeah, It is anoying me ether!

  3. #3

    Default Re: Unrealism in Cavalry Charges....

    It annoys me too, but there are a few ways around it:

    1. Say the enemy is in a double line formation. In this case, you would target a unit in the second line, so that your cavalry charges through the first line and then stops when they get to the second one.

    2. If the enemy is in a single line formation, just have your cavalry run to any area behind the unit, but don't actually order your cavalry to attack. They will attack on their own as they run through the unit.



    Even still I would like to see this fixed. It really ruins the point of playing a cavalry-centered faction like Rohan unless you know those two tactics listed above.

  4. #4
    Evan MF's Avatar Vicarius
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    Default Re: Unrealism in Cavalry Charges....

    Quote Originally Posted by gewehr36 View Post
    It annoys me too, but there are a few ways around it:

    1. Say the enemy is in a double line formation. In this case, you would target a unit in the second line, so that your cavalry charges through the first line and then stops when they get to the second one.

    2. If the enemy is in a single line formation, just have your cavalry run to any area behind the unit, but don't actually order your cavalry to attack. They will attack on their own as they run through the unit.



    Even still I would like to see this fixed. It really ruins the point of playing a cavalry-centered faction like Rohan unless you know those two tactics listed above.
    I am aware fo theose tactics...
    I use those tactics when I am trying to break up the enemy formation.

    But still the major concern is that a basic attack shouldn't look so buggy.

  5. #5
    Raiven's Avatar Ducenarius
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    Default Re: Unrealism in Cavalry Charges....

    But in case of your suggestions, will they dont losee charge bonus!?

  6. #6
    Evan MF's Avatar Vicarius
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    Default Re: Unrealism in Cavalry Charges....

    Quote Originally Posted by Raiven View Post
    But in case of your suggestions, will they dont losee charge bonus!?
    The buggy animation is caused by the charge bonus. So if you click behind the unit then yes, no charge bonus.

  7. #7
    MasterBigAb's Avatar Valar Morghulis
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    Default Re: Unrealism in Cavalry Charges....

    Quote Originally Posted by Evan Frayling View Post
    Hi,

    I don't know about you guys but I find the cavalry impact animations in MTW2 are worse than in RTW.

    In RTW when cavalry charge into infantry, an infantryman flies back at a 280-300 degree angle. When an elephant charges into infantry, an infantryman flies back at a 300-320 angle.

    However this seems to be scrapped in MTW2...

    In MTW2 when cavalry or elephants sharge into infantry, an infantryman flies upwards at a 360 degree angle (thats vertically!!??), the infanrtyman also flies up in a laying down position.

    This seems to be something they scrapped and re-did badly for MTW2...

    To get a better picture watch this video, when the cavalry impact on the infantry at the end. You'll know what I mean about MTW2...



    Have any of you guys noticed this before? Can it be improved? Opinions please!

    Evan
    Agreed - more i don't have to say...or let's say more i don't want to say

    Btw.:

    Spoiler Alert, click show to read: 
    AWESOME VIDEO



  8. #8
    Evan MF's Avatar Vicarius
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    Icon10 Re: Unrealism in Cavalry Charges....

    Quote Originally Posted by MasterBigAb View Post
    Agreed - more i don't have to say...or let's say more i don't want to say

    Btw.:

    Spoiler Alert, click show to read: 
    AWESOME VIDEO


    Hahaha! I was wondering when you would come across this!



    Yes a great vid by MasterBigAb! But lets not drift off topic... More opinions please...

  9. #9
    Maca's Avatar Decanus
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    Default Re: Unrealism in Cavalry Charges....

    I don't really mind the impact animations, I like seeing the enemy flying high in the sky, though I can see the slight problem in physics that this has. To be honest I am not sure if anything can be done to change it, so it looks like you're going to have to live with it Evan.

  10. #10
    Muffer Nl's Avatar Praefectus
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    Default Re: Unrealism in Cavalry Charges....

    Nope nothing can be done against it. These are hard-coded things (I think.)


  11. #11

    Default Re: Unrealism in Cavalry Charges....

    You do realise that if someone were to fly into the air at a 360 degree angle they wouldn't go anywhere, correct? Additionally if they were to fly into the air at a 280 degree or 300 degree angle they would actully be burrowing into the dirt. When you are going to associate vertical movement with an angle it has to be an angle between 90 and 180.
    Last edited by Hambone; September 20, 2009 at 07:02 PM.
    Quote Originally Posted by ♔IPA35♔ View Post
    Drugs are not very popular AFAIK.

  12. #12

    Default Re: Unrealism in Cavalry Charges....

    Quote Originally Posted by Hambone View Post
    You do realise that if someone were to fly into the air at a 360 degree angle they wouldn't go anywhere, correct? Additionally if they were to fly into the air at a 280 degree or 300 degree angle they would actully be burrowing into the dirt. When you are going to associate vertical movement with an angle it has to be an angle between 90 and 180.
    This man is correct.

  13. #13
    zorro59's Avatar Miles
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    Default Re: Unrealism in Cavalry Charges....

    I dont like the acceleration of horses....
    They need really a lot of ground to pick up speed....

  14. #14

    Default Re: Unrealism in Cavalry Charges....

    Quote Originally Posted by zorro59 View Post
    I dont like the acceleration of horses....
    They need really a lot of ground to pick up speed....
    They are not actually racing cars that can accelerate from 0kph to 100kph in 2 seconds. An armored horse takes quite some time and distance to accelerate to full speed. And if you look closely, light cavalry is a lot faster and quicker to pick up speed.

    Although I agree that the animations could be better. They are a bit twitchy now.
    Last edited by Smaug; September 21, 2009 at 03:09 PM.

  15. #15
    Muffer Nl's Avatar Praefectus
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    Default Re: Unrealism in Cavalry Charges....

    I would also add that I do not see any horses (Well the dictionary says 'trot' but I think 'draven' is something else. It's in between Galop and just walking. Almost no horse in the USA can do it while almost all euopean ones casn do it.) which is very unnatural when they have a heavy load to carry. They would first go to [insert word here] and only then start to galop. They could probably do this in about 5 seconds or so (Note I have quite some exp with horseback riding.). How long does it take you to get to full speed whith a heavy load?


  16. #16
    Aeglos's Avatar Civis
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    Default Re: Unrealism in Cavalry Charges....

    Can someone please post a video of a Rome Total War cavalry charge so I can see the difference.
    Thanks.

  17. #17
    axnsan's Avatar Protector Domesticus
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    Default Re: Unrealism in Cavalry Charges....

    Remember that the poor creatures only have 1 horse power.

  18. #18

    Default Re: Unrealism in Cavalry Charges....

    haha

  19. #19
    jản's Avatar █ kept in suspense █
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    Default Re: Unrealism in Cavalry Charges....

    ///

    little addition:

    when TATW 1.0 was released a lot of guys wanted the cavalry charges
    much more intense and bigger. some guy(s) made a submod for it which
    was integrated in TATW 1.1 and the result is what was described here.

    so - again - it is a matter of taste. i liked the 1.0 horse charges from 1.0
    but i'm okay with the new ones.

    all in all you simply have to use the cavalry charge from 1.0 to make it
    more realistic again.

    i look if i can find something for it and add it here later.

    ///

    EDIT

    here is the original post. so you have to use the descr_mount.txt from TATW 1.0!

    ///
    Last edited by jản; September 21, 2009 at 08:30 AM.

  20. #20

    Default Re: Unrealism in Cavalry Charges....

    There is a submod that change it, much better

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