Age Of Chivalry ragdolls addon for Garry's Mod
Nov 18, 2008 Models Pack 7 commentsAge Of Chivalry ragdolls addon for Garry's Mod !!!
Age of ChivalryHalf-Life 2 mod | Released Sep 10, 2007Age of Chivalry is a total conversion for Half-Life 2 currently being developed by Team Chivalry. We are a close group of friends who are dedicated to creating a fun story driven multiplayer experience set in a fantasy world in the medieval ages. We are creating a fast paced and fun first person melee combat system that will take the player to a new level of immersion. The players will be able to take part in sieges, town raids and open war in a story driven game. Our goal is to let the players write the history of the game as the teams battle it out over a sequence of user controlled map cycles depending on the victor. We want to take the overall experience to a new level of fun. All of our members have a solid modding background and we hope that you support our modification as it grows and develops! Join us on our Social Networking Sites!
Latest News: CR3 Plans Revealed + NEW WEAPONS Unvieled + HotFix Released
13 comments by AgeofChivalry on Oct 6th, 2009 digg this super bookmark Where are we headed?
The Team has just released a hotfix update to the patch that will address a couple bugs (assists not showing etc.) and balance issues. This patch also features several thirdperson animation fixes among other things. The full changelog can be found below. Moving forward to CR3 and beyond… The next big update for Age of Chivalry will be the most ambitious update the game and possibly any mod, has ever conceived. Ok, so maybe that’s a loaded statement, but we’re serious, this thing is going to be BIG. We feel like the current game is finally at a state where we can sit down and really pump out a bunch of features we’ve wanted forever, but didn’t feel like we had the core gameplay down well enough yet to consider. A couple of features that CR3 is planning to implement include: A dynamic interactive campaign system designed to truly bring story to a multiplayer experience, new classes (that’s a plural, but for now we will only confirm the implementation of a “Siege Engineer” class, which may or may not be his final name, but gives you a basic idea of his purpose on the battlefield. That’s his workhammer you can see in the shot), brand new combat system that will give the players far more options in how they will choose to play, far more distinction and personality between the classes playstyle (including new playermodels for each class) new evasion maneuvers, completely redesigned existing maps, extensive particle effects, proper shield bashing, single player training missions and a hell of a lot more. And yes, limbs shall fly! We know we can’t get away with just saying “brand new combat system”, so we will give you a couple details on what we plan to include without giving away too much. First off, why change a combat system that works for a lot of people, well the new system will be based off the old system in that its execution will be fairly similar, the differences are more in what options a player has available to him and how smooth the actions take place in comparison to when the player performs them. The main issue we’ve seen time and time again with our current combat system is that players can’t get used to the idea of having to “windup” an attack before you start delivering damage, that is, a player expects that when he presses an attack button that his sword will immediately deal damage to where ever he is pointing. This is not the case currently as we have to have the sword windup from idle before the follow through can begin and these critical moments can be frustrating for players that don’t understand why there is that delay. Above Picture Features A new version of the 2 Handed Swords
So with the new system, players will initiate attacks the same way, by pressing down on an attack button, but it will give them the powerful option to hold an attack in a ready state. When the player releases that button his attack will almost immediately fire and strike whatever it is going to hit, with this improvement we expect the game to feel a lot more natural to players and not only that but it will add to the tactics and strategy to the gameplay by allowing players to perform “feints”, block from a ready state and with the way our new animation system will be setup, eventually freeform their own combinations. Above picture is of a Warhammer (existing hammer will later be referred to as a Maul)
That being said we won’t have players running around the battlefield holding their swords out at awkward angles forever and the time you can hold an attack in a ready state will be limited to avoid abuse and to keep things from looking silly. This new system would be totally open-ended for improvements later on which is one of the main appeals of it, for instance, imagine if you could launch one action and then after the follow through immediately move into a new action without waiting for the recovery to idle. This system will incorporate literally hundreds of new animations before we’re done and that’s the beauty of it, its something we can keep improving along with the rest of the game! For more on the combat system you’re going to have to wait, hope that’s enough to have you salivating in the mean time! Adjustments made for the Hotfix: - Reduced deflect animation (animation that plays after being parried or blocked by an opponent) from 1.5 seconds to 1.25 seconds to promote faster exchanges of blows -------- Age of Chivalry is still actively seeking people for the positions of: 3D modeler To apply, please send an email and attach relevant works or a link to your demo reel to jobs@age-of-chivalry.com Get more Age of Chivalry Information on our Website and other Community Hotspots!:
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Age Of Chivalry ragdolls addon for Garry's ModNov 18, 2008 Models Pack 7 commentsAge Of Chivalry ragdolls addon for Garry's Mod !!!
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It's pretty good, but the one thing that's hard to get past is how you have to keep moving AND hitting opponents without hitting your own team, and I have a simple solution: Removing ranged classes. Now, I'd hate to see that happen, but age of chivalry can be quite a snipe fest, maybe even removing the crossbow class would solve that problem, or reducing the accuracy of ranged classes, but one thing for sure, Ranged classes are overpowered, because you have to get through several enemies to get to them.
Also, I feel that the guardsman is overpowered, when I play as it, I get plenty of double and triple kills. It's slow, but it's block is just as fast as any other class, and it's attacks are more powerful than the Crusader with more reach, and with the block, it stuns the enemy just in time for you to score a shot.
I was wondering: do you plan on improving the bots?
Yes actually, we are currently in the process of entirely redesigning them. At the moment, the bots are less than intelligent and still believe they wield guns... We are working on some spiffy new AI that should give you a whole lot more trouble and fun to combat in a later version!
Until you fix the hitboxes this game is horrid, I can go up against someone and attack them 4 times and nothing. It may not be your fault but the hitboxes in this are way to screwed up to even be played. I remember once I came up BEHIND an archer and slashed him FOUR TIMES until he turned around and hit me ONCE in the head with his sword and my head fell down the hill. I thought it might be a freak accident but it wasn't, this kind of thing happens WAY too often. I can't even play this anymore. It's a shame because if this worked this would be one of my favorite games, but it was poorly executed, which isn't saying I could do better, but it just isn't.
Sounds more like your having some fairly unfortunate connection problems, for a network intensive game like aoc I'd have to suggest playing in servers with less than 70 ping and ensure your rates are set appropriately, try opening the console and typing "rate 30000" , see if that helps any. I certainly don't feel it's fair to say everyone shares the issues you seem to have been experiencing.
Also please take this a Constructive Criticism not as trolling.
I'm taking it as bit of a rage post, not trolling. That situation sounds frusterating. Attacking the back of a character who is running forward is difficult-- hard to register ahit in that specific situation. Stabs work the best, especially if your weapon isn't very long. Otherwise the hitboxes work fine-- HL2 wasn't meant for melee, this game just happens to pull it off the best.
is there going to be limb damage like takeing ur enemys are off so he cant use 2 handed weapons or his leg so he has to hope
on free stuff/ mods