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Thread: Stainless Steel Preview: Units overhaul

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  1. #1

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Quote Originally Posted by RollingWave View Post
    in terms of unit slots to clear, some obvious once.

    obvious fantasy units (hashhasim x 2 , battlefield assassins, sherwood archers, camel gunners )

    not fantasy but very debatable units (some remaining Irish units, Gwent raiders, Saxon units etc..)

    very repetitive units (a lot of Northern Euro and Southern Euro units are essentially the same but use two slot, few would give a damn if they were 1 unit. namely, a lot of levy / militia units are like that, and also siege units too.)

    Mercenary unit of the same thing : a lot of those unit already have mercenary_unit tag in the game anyway, u can put normal units into both recruitment pool and mercenary pool (at different price, but upkeep will be same) . the only downside is you must have the same upkeep and no Mercenary of x name.

    Extremely late units : let's note this, there are some units that's going to be avalible in like the last 30 turns of a 400+ turn game (more like 900 for 2typ). the odds of players using them is what... 1 out of every 1000 games played?
    Yeah the late units there are a couple that could be taken out no problem but even more could go if we establish for sure 3 eras. Then in the later eras earlier obsolete units could go as well. That is too big a project for the current size of dev team but if we get some more help and I finished 1390 we just need a group working on a 1220-1270 era start campaign. More I think about 1240 campaign might be good, Mongols are quite far with rump Rus and Lithuanian states left alive while invasion of Poland is about to begin. 7th Crusade is only a few years away and rise of Mameluks is beginning. Could have Mongols control a patchwork of land with rump factions allied to them all over.

  2. #2
    Ducenarius
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    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Astonished!!!I just dont want to play 6.4 after this review.Iguess i will stick to RS2.5 for a while and i maybe buy Fots






  3. #3

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Oh yeah Waiting for this since April 2012
    Good Job Guys I hope it will not take a year

  4. #4

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    I sincerely hope u guys can release this asap, since the release day of Rome 2 have been announced, it would be a shame for a great mod such as this to go unnoticed or short-lived.

  5. #5

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    THat is a great announcement, realy looking forward for these new rosters. Keep up the good work!

  6. #6

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Great stuff, I can't wait to see what the other units look like for other factions! I've been wanting someone to spice up the eastern units for some time now.
    Tegyvuoja Lietuva!

    "The greatest pleasure is to vanquish your enemies and chase them before you..."

  7. #7
    Master Shu Win's Avatar Foederatus
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    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    looks purty gute at the moment. Cheers for the work.

  8. #8
    hull19's Avatar Ordinarius
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    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    My favorite units and factions were holy orders. So when the Templars got removed in 6.2 (I think), I was pretty sad. But with units looking this good? I cannot wait for a full release!
    SS 6.4, Eras 2.3, DotS Project
    The first computer you had always was the best.
    R.I.P. 2001-2011

  9. #9
    sim0b's Avatar Libertus
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    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    As a 6.4 fan, Will 7.0 feature more Castles in England and Scotland just like in the Long Road mod? The Longroad has Dumfries in Scotland, and Cardiff in Wales for example.

    Thanks ..
    9/11 was an inside job. 3 buildings collapsed inc building 7, and no one even knew!

  10. #10

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Quote Originally Posted by sim0b View Post
    As a 6.4 fan, Will 7.0 feature more Castles in England and Scotland just like in the Long Road mod? The Longroad has Dumfries in Scotland, and Cardiff in Wales for example.

    Thanks ..
    Probably not, the map has reached its provinces limit and other parts of the map are in more need of settlements. The british isles are pretty crowded as is.

  11. #11

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    not to be a dick, but does anybody else think there's something fishy about those crossbowmen's arms?
    Spoiler Alert, click show to read: 


    More specifick, look at the size ratio between their upper arm and elbows...

    somebody's been using steroids
    Quote Originally Posted by wyrda78 View Post
    Well maybe if there was a thread instructing people on how to mod there would be more modders.

  12. #12
    Andytheplatypus's Avatar Domesticus
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    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Look at post #10 on first page

  13. #13
    Domesticus
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    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Will redundant, at least to me, units be eliminated? It kinda bothers me how theres "Early" and "Late" versions of gunpowder units and such. Seems wasteful, and from messing with them in Custom Battles, they dont seem really useful or different from each other. I'd just go with Handgunners, Arquebusiers, and Musketeers. Or unique versions of such

  14. #14
    Kahvipannu's Avatar Bring me Solo & wookie
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    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Quote Originally Posted by Ritterbruder44 View Post
    not to be a dick, but does anybody else think there's something fishy about those crossbowmen's arms?
    Spoiler Alert, click show to read: 


    More specifick, look at the size ratio between their upper arm and elbows...

    somebody's been using steroids
    They are quite close to vanilla units, ofcourse some of the parts are brand new, and the vanilla parts have been edited, and it varies from unit to unit, but they performs similar way as old units with current anims of SS.

    If it is the little weirdnesses you see in those pics, like elbows, and the horse legs, they have been fixed. Some of those pics are a bit older.
    And to regards too heavilly armed crossbow units or the roster, just be patient, there will be more reveals in the future. This is just to reveal you guys there is something being done to change the fact SS still uses vanilla models and such. SS deserves more, and it should get what it deserves in terms of visuals, as it delivers on gameplay.
    Last edited by Kahvipannu; January 25, 2013 at 09:22 PM.

  15. #15
    Domesticus
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    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    What about special crossbowmen? I thought the Adventerous or whatever, the French special crossbowmen, actually would wear heavier armour than normal

    But yeah, extra heavy armour isnt really needed for archery

    And dont forget my question about what I think are redundant units Or explain why they are there though

  16. #16

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Is there a plan for revamp on Seljuk units ? I can help with research if yes.

  17. #17

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    I have also some suggestions in sieg battles the archers should be able to put up a small wall thing as a special feature. I also think that generals should get the ability to dismount.

  18. #18
    Andytheplatypus's Avatar Domesticus
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    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Quote Originally Posted by Tomas.carney View Post
    I have also some suggestions in sieg battles the archers should be able to put up a small wall thing as a special feature. I also think that generals should get the ability to dismount.
    Not possible

  19. #19

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    I hope the bombard can put Stakes in Battle Deployment

    or maybe a fix will help a lot

  20. #20

    Default Re: Stainless Steel 7.0 Preview IV: Units overhaull announcement

    Right, but it did not start that way in 1100s when the cause of Crusading was newer and there was more of a fraternity. By mid 1200s the Crusader kingdoms are in decline and the corruption in the knight orders were rank was more important than duty was an example. The rules developed over time with many complaints about the higher ranked knight brothers treating lower ranks badly- the lower ranks were often knights themselves in their own lands and only serving as sergeants temporarily.

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