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  1. #1
    Laetus
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    Default Kataphractoi secondary weapon

    What's kataphractoi secondary weapon?
    It should be mace, but the animation shows them fighting with a spear.

  2. #2

    Default Re: Kataphractoi secondary weapon

    Unfortunate, but required--there is no way to incorporate three weapons, so as the javelin is the Kataphract's primary weapons, the lance has to be the second; the unit needs to be able to charge. The only way to add a mace secondary is to remove the javelins.

  3. #3
    Laetus
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    Default Re: Kataphractoi secondary weapon

    So the kataphractoi attack has no armor piercing effect?

  4. #4
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: Kataphractoi secondary weapon

    Couldn't they charge with swords or something? There are cavalry units that don't have spears, yet they charge.

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  5. #5

    Default Re: Kataphractoi secondary weapon

    Quote Originally Posted by wudang_clown View Post
    Couldn't they charge with swords or something? There are cavalry units that don't have spears, yet they charge.
    If you want them to have a weak charge....a strong charge has to come from lances, at least historically. And Kataphracts should have the game's strongest charge.

  6. #6
    AnthoniusII's Avatar Μέγαc Δομέστικοc
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    Default Re: Kataphractoi secondary weapon

    I believe that Strelac added the lance to show accuratly the dual "nature" and faction of that unit as range and shock one the same time.
    Other wise he would need two scimilar units...
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  7. #7
    wudang_clown's Avatar Fire Is Inspirational
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    Default Re: Kataphractoi secondary weapon

    Quote Originally Posted by retep219 View Post
    If you want them to have a weak charge....a strong charge has to come from lances, at least historically. And Kataphracts should have the game's strongest charge.
    Yeah, you are right, absolutely.

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  8. #8

    Default Re: Kataphractoi secondary weapon

    Isn't it theoretically possible to give units 3 weapons? I could see it work, but it would look strange.
    I know it's hardcoded, but it's doable by animations.

  9. #9

    Default Re: Kataphractoi secondary weapon

    Quote Originally Posted by Lupu View Post
    Isn't it theoretically possible to give units 3 weapons? I could see it work, but it would look strange.
    I know it's hardcoded, but it's doable by animations.
    The problem is that M2TW was not designed for units with three weapons. M2TW will not recognise a third weapon in a mesh file, a unit can only have animations for two weapons, and a unit can only have two attack values (three for cannons and trebuchets that fire multiple projectiles).

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  10. #10

    Default Re: Kataphractoi secondary weapon

    I never said the game mechanics can be changed, but it is theoretically possible for a unit to hold 2 weapons as close combat weapons and 1 ranged, and having it make sense in stats in the case of cavalry. Why? Because as far as I know there is nothing that limits what your animation looks like. That way a cavalry unit could hold a mace and a sword in the same mesh by just by contracting/extending the weapons based on use. For example you could have all animations that are not charging be with a normal sized mace, and have charging animations pulled off with the lance. I don't know the setup for the animations, so I can't say you can do it without it looking stupid, but it's possible.

  11. #11

    Default Re: Kataphractoi secondary weapon

    Quote Originally Posted by Lupu View Post
    I never said the game mechanics can be changed, but it is theoretically possible for a unit to hold 2 weapons as close combat weapons and 1 ranged, and having it make sense in stats in the case of cavalry.
    While a unit can hold as many weapons as the maker gives it, so it could hold a weapon in each hand or some units could have swords and other could have maces, M2TW only recognises the attack of two weapons so the close combat weapons will both do the same amount of damage. You cannot have a mace do one amount of damage and a sword do a different amount of damage.

    Why? Because as far as I know there is nothing that limits what your animation looks like. That way a cavalry unit could hold a mace and a sword in the same mesh by just by contracting/extending the weapons based on use.

    For example you could have all animations that are not charging be with a normal sized mace, and have charging animations pulled off with the lance. I don't know the setup for the animations, so I can't say you can do it without it looking stupid, but it's possible.
    Animations do not affect how a unit looks, only how it moves.

    M2TW only changes weapons based on whether a unit is in close combat or not. So it could switch from a bow in non-close combat to a mace in close combat, or lance in non-close combat to a sword in close combat. However a unit cannot have a bow when attacking from a distance, a lance when charging, and a sword when in close combat because M2TW does not allow a unit to have three weapons.
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  12. #12

    Default Re: Kataphractoi secondary weapon

    Theory + Fan + Proverb = No.

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  13. #13

    Default Re: Kataphractoi secondary weapon

    Are you telling me that animations can not change the size of skeletons or models, or what?
    What proverb?

  14. #14
    sirfiggin's Avatar Senator
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    Default Re: Kataphractoi secondary weapon

    would a halberd-like impliment be out of the question? Then the horsemen could charge with the point yet have other weapons in his hand, including a mace
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  15. #15

    Default Re: Kataphractoi secondary weapon

    But that's never what I meant, what I meant was that if a unit has a model with 2 overlapping weapons in one hand, each with a seperate skeleton, the weapons could be "folded" inside the model's hand depending on animation? And with cavalry stats(if it worked), it wouldn't be a problem, as the lance is only used for charging, and it has a seperate stat.

  16. #16
    **Retired**
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    Default Re: Kataphractoi secondary weapon

    The extend of that idea would only allow unit to switch from one to another weapon depending on the moves the solider executes (for example slash with mace, and stab with sword, etc...) Still only visual, and way worse, then just giving one unit sword and another mace, and use mace animation.

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