Medieval Faction

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Author: Pouloo

Last revision: 17 Jun, 2021 at 14:24 UTC

File size: 2.33 MB

On Steam Workshop

Description:

Disclaimer: Before asking "Why is there so many required mods", the reason is that while making this contraption, i had several mods installed, and even considering the fact that none of the content present in these mods was used in said contraption, the contraption is still for some reason corrupted unless those mods are downloaded. So basically, this contraption is now involuntarily and completly dependant on all these mods to work properly. You are now warned.

Description: A faction of late medieval themed mercenaries with weaponry of the matching time period, the faction is divided in sections, here is a brief description of each unit in their respective sections:

Also before i begin it would be much MUCH appreciated and would help me a lot if you give this contraption a thumb up, put it in your favorites, and/or share it, thank you in advance:

Units description:

Melee infantery

-Man-at-Arms (And his variants)

-Armed with a medium sword, light mace, or hatchet (depending on the variant)

-Lightly armored, and carries a shield no matter the variant

-Vanguard

-Armed with an halberd, and a light mace for backup

-Medium armor, and exellent reach

-it’s recommended to grab the axe’s wooden handle (located just beneath the tip of the whole weapon) to swing the halberd

-Axeman

-Armed with a heavy two handed axe, and a hatchet

-Medium/Heavy armor, armor piercing specialist, medium reach

-His helmet tends to fall off for no reason

-Knight (And his variants)

-Armed with a Sword/Tower shield combo, Double bladed battleaxe, or an Oversized Greatsword (depending on the variant)

-Huge armor, heavy weapons specialist

-Although he has formidable armor and can most of the time deflect most strikes and projectiles, because people playground physics™, some seemingly light projectiles (such as arrows) tend to "push" the armor into the knight (Wtf) ignoring any sense of logic and still damaging the unit, because again, people playground physics™

Ranged infantery

-Spear thrower

-Armed with a spear-propulsor/ Spear-throwing lever/ atlatl , and a heavy dagger for backup

-Press the back wooden stick to launch the spear, make sure to place the spear a bit further than the back of the atlatl

-You can also manually throw the spear if you want

-Archer

-Armed with a longbow, and a heavy dagger for backup

-Grab and press the bow’s arrow to aim and shoot

-Crossbowman

-Armed with a heavy crossbow shooting crystal renforced bolts, and a heavy dagger for backup

-Has a faster projectile speed and range, and more armor piercing capabilities than the bow.

Siege/Stationary Weapons

-Arquebus

-A powerful black powder weapon, can pierce all but the thickest of armors

-Shoot by pressing the back wooden stick

-The arquebus was actually invented in early renaissance, but for the sake of simplicity, please ignore this detail.

-Catapult

-Basic siege engine, launches boulders at pretty high ranges

-Used for material destruction

-Press the wooden stick to launch a projectile

-Stationary Ballista

-Basically a scaled up version of the crossbow, shoots giant bolts at high ranges and speeds

-Excels at ranged armor piercing and "artillery" support

-Press the wooden stick to shoot, adjust elevation with stervo context menu

-Petard/Bombarde

-A single use black powder siege engine

-Used for short/medium range heavy material destruction

-Press the back activation fuse to shoot

Special Units

-Shield Bearer

-Wields a large tower shield, able to withstand most attacks or projectiles.

-Is meant to act like a mobile cover against ennemy projectiles.

-The wooden cover is meant to make the projectiles stick out of the shield for additional aesthetic effect

-Cavalry

-A mediumly armored horseman armed with a lance (to move the lance freely, remove the black fixed cable)

-Specialized in flanking and speed based assaults

-I made the horse using two humans stuck together (both presumably in horrible pain and torment), however, the problem is that in case of an headshot, only one of the two humans dies, because the second’s human head has it’s collisions disabled, so if you want the horse to die for the sake of your sadistic needs, press "mend/break bones" on the horse’s head using the context menu.

-Pikeman

-Armed with a large pike, and a heavy dagger for backup

-Has huge range, specialized in defence, and keeping heavy targets such as knights or cavalry at distance

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