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August 3rd, 2009, 05:46 PM
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General
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Join Date: Oct 2007
Posts: 3,007
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Thanked 206 Times in 159 Posts
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Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
I am wondering, does anyone else feel like footed knights errant/KotR are just overdressed chaff? Maybe it's just trying to use them according to your rules of conduct vs the AI, but they seem to be basically equivalent to yeomen in staying power, and yeomen do more damage so are arguably more useful. With their encumbrance and lack of killing power it's very easy to wear them down. So I wonder how possible it would be for them to be equipped with a two handed weapon instead. This would give them more of a niche in the army, and I think be thematically justifiable. Alternatively, could I tempt you into giving them tower shields? It wouldn't really solve their problem, but I think it makes sense to arm them differently when on foot to their armament on horseback.
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August 3rd, 2009, 06:33 PM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
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Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
Quote:
Originally Posted by rdonj
I am wondering, does anyone else feel like footed knights errant/KotR are just overdressed chaff? Maybe it's just trying to use them according to your rules of conduct vs the AI, but they seem to be basically equivalent to yeomen in staying power, and yeomen do more damage so are arguably more useful. With their encumbrance and lack of killing power it's very easy to wear them down. So I wonder how possible it would be for them to be equipped with a two handed weapon instead. This would give them more of a niche in the army, and I think be thematically justifiable. Alternatively, could I tempt you into giving them tower shields? It wouldn't really solve their problem, but I think it makes sense to arm them differently when on foot to their armament on horseback.
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Yeah, footed Knights aren't even in WRFP roster, I just needed some noble troops that weren't mounted to balance the summons of the Knight Commanders.
I'll probably give them stronger physical stats than rest of the Knights. Perhaps even encumberance 2. Different equipment isn't out of the question either, but it would require me to new graphics and remove the heraldic shields.
One option would be to give them bigger standard (the peasants can relate better to footed knights).
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I have now officially moved to the Dom3mods forums and do not actively use this account any more. You can stll contact me by PM's, since my account gives e-mail notifications on such occasions.
If you need to ask something about modding, you can contact me here.
See this thread for the latest info concerning my mods.
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August 4th, 2009, 02:48 AM
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Sergeant
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Join Date: Aug 2000
Location: Garden-Variety State
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Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
Tried running the mod with other Warhammer mods and Dom3 kept crashing. Turns out Bretonnia shares several #newsites with Chaos Undivided 0.55:
790 and 791
Chaos also uses 792 and 793.
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Hail Caesar!
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August 4th, 2009, 04:48 AM
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Colonel
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Join Date: Jun 2007
Location: Finland
Posts: 1,617
Thanks: 179
Thanked 304 Times in 123 Posts
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Re: Warhammer Nation: Bretonnia, Knights of the Grail v.0.6
Quote:
Originally Posted by Noble713
Tried running the mod with other Warhammer mods and Dom3 kept crashing. Turns out Bretonnia shares several #newsites with Chaos Undivided 0.55:
790 and 791
Chaos also uses 792 and 793.
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*slams forehead*
Right, forgot to check against Chaos. Added to fix list
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