What's kataphractoi secondary weapon?
It should be mace, but the animation shows them fighting with a spear.
What's kataphractoi secondary weapon?
It should be mace, but the animation shows them fighting with a spear.
So the kataphractoi attack has no armor piercing effect?
Couldn't they charge with swords or something? There are cavalry units that don't have spears, yet they charge.
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...
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.
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).
Don't assume something can be done unless you've tried to do it yourself.
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)
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.
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.
Animations do not affect how a unit looks, only how it moves.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.
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.
Morning Sun (adds Korea and China to the Shogun 2 map)
http://www.twcenter.net/forums/forum...28-Morning-Sun
Expanded Japan mod (97 new regions and 101 new factions)
http://www.twcenter.net/forums/showt...ew-factions%29
How to split a region in TWS2
http://www.twcenter.net/forums/showt...split-a-region
Eras Total Conquest 2.3 (12 campaigns from 970-1547)
Theory + Fan + Proverb = No.
[ Cry Havoc:: ] - [ link ] - [ An Expanded World Submod for Call of Warhammer ]
My turban brings all the muslims to the yard and they're like العنصرية ش
Are you telling me that animations can not change the size of skeletons or models, or what?
What proverb?
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
The Duke of Dunwich and surrounding fiefdom
For any who are interested by my FF on occurrences in Rhun and beyond; I have begun a new project (not because the old one is finished, just opening more room for ideas) about one of the minor characters, Rankal. It is in the Third Age AAR index and here is the link http://www.twcenter.net/forums/showthread.php?t=376994
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.
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.