Navigation

    • Games

    • About

    • Careers

    • Contact

    • Forums

    Torn Banner Forums

    • Register
    • Login
    • Search
    • Categories
    • Recent
    • Popular
    • Users
    • Groups
    • Tags
    • Unsolved
    1. Home
    2. Ironclaw
    3. Posts
    I
    • Profile
    • Following
    • Followers
    • Topics
    • Posts
    • Best
    • Groups

    Posts made by Ironclaw

    • [Bug] TO Hillside Fire Objective completes after extinguish.

      I heard there was about 1 minute delay after the fire is lit that the objective is completed. An enemy lit the signal fire, one of our guys put it out, another guy started kicking the already out fire, I kicked him up the butt mid fire dance. 1 minute later or so, objective failed. The signal fire was not re lit during this time.

      Exact specifics are sketchy as it was an on the fly thing and I wasn’t looking out for it. Please post if you are able to reproduce the bug.

      posted in Technical Support
      I
      Ironclaw
    • Chivalry Eyefinity (nvidia surround) support request thread.

      Hello, I would like to request eyefinity support for chivalry.

      I tried it out with two monitors just to see what would happen. As expected there was a horrible black bar down the middle of my view (bezels or whatever theyre called). But more importantly, the field of view was horrible, it was like playing the game looking through toilet rolls. I’ll be getting three monitors working shortly, and would like to be able to play the game in eyefinity mode, at least every now and then.

      Eyefinity is an amd technology that allows a 3d image to be rendered in real time across more than one monitor(usually 3). read more about it here: http://www.amd.com/us/products/technolo … inity.aspx

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: Protect The King gamemode

      well, the king when he’s about to get his head, arms and legs chopped off simultaneously. Although he’s such a badass with his axe that this is a rare occurance.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: Australian Servers in Beta?

      Hello, as far as I know, I am the only Australian closed alpha tester for chivalry.

      I have a few things to say: First, when playing on the official alpha test server, chivalry is very much playable with 300 ping. I can dodge, block, attack. Only thing I struggle with is bows(but that may be just because I’m terrible with bows in games anyway).

      Second, I tested creatng a public server in australia using a vps and windows server 2008 R2. It worked, wasn’t exactly powerful enough(but hey, it was a vps). Anyway, I had 60 ping and that was also pretty nice. Unless something changes, anyone will be able to create a non dedicated server provided they have a fast enough upload rate (I’d recommend 5mbps upload minimum, adsl2+ is 0.85(1, but i get 0.85 constant)).

      Aside from that, I too agree that a single local australian official server should be provided. The rest can be rented out via Hypernia or other means. But the game is definitely more playable at higher pings than the previous game: age of chivalry(which I considered anything above 70 ping near impossible).

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: How'd we do?

      Glitches and exploits dropped my score to an 8.

      It was so annoying that some bumface would run up to me, and stab through my shield, simply because he knew an exploit and I didn’t.

      I heard that a lot of these problems aren’t possible anymore though because of the new hit detection. I hope chivalry is similar to Demon’s Souls in terms of hit detection, that game is insane(in a good way).

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: Hard copy of Chivalry

      Hey, just a question as to WHY you cannot purchase games online.

      It’s most likely something to do with a credit or debit card.

      You probably don’t know this: You can purchase a prepaid visa debit card of a varying amount of money($50, $100, $150 etc) from various places, here in Aus it’s the post office. Then you can use that prepaid visa debit card to buy games online, just like using a full on credit card, with none of the risk.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: Clan Holdings/ Conquest

      That is a great idea and would be very awesome to have in a lot of games. BUT: It would add a significant amount of work and may lower the polish of actual gameplay elements of the game.

      I personally would love to see something like that, but chivalry is better for the individual battles, rather than the entire conquest… at least for now.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: Dynamic Wave Spawn System

      obviously this could be annoying if not done subtly, that’s why i recommend 0.1 and 0.2 seconds for kills and deaths. While capturing an objective will provide only a temporary boost to the respawn timer, for like 2 respawns or something.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: Dynamic Wave Spawn System

      another addition, dying adds .1 of a second to your own teams timer (so if your team of 32 players gets wiped out, that’s an extra 3.2 seconds i think), but killing removes .1 of a second from the respawn timer.

      To take the dynamic spawner even further, having the game analyse and modify the spawn timer based on people spawning, dying, and capturing/pushing foward objectives, would be quite cool.

      So lets say there is a steady stream of your team moving in to push the cart only to subsequently, and sequentially get slaughtered. The game notices this, and holds back spawning until the trickle of corpses stops, then releases the chunk of team for a mass rush. Why can’t players organise this themselves? because theyre dumb, I mean because theyre stupid… ooh, I mean because it’s pub gameplay and everyone is in it for themselves, or they don’t know how to play, or their mic is broken, or theyre an asshole, or they just want to run in and take out the enemy team on their own, but are too bad at the game to do that. RUNONSENTENCEFTW.

      sorry if that sounds a little negative, but seriously? you expect random pub guys to organise themselves? perhaps if you have a pub mode, and a war mode which has a different spawning system. The pub mode is designed to help players work as a team, while war mode lets players organise themselves morely. MORELY, I choose to ignore the red underline.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • Dynamic Wave Spawn System

      Hey people, just here to post up some idea on the spawn system.

      Instead of the old AOC spawn system where you would die, and respawn a few seconds later. How about we go with a wave system(as seen in Wolfenstein Enemy Territory). Every 20 seconds(or less depending on the requirement), a new wave of dead people is spawned into the battle. This would greatly improve the immersion of running into the battle with a bunch of fellow soldiers, and prevent things like a choke point with a constant stream of enemies flowing into it. Clashes would be slightly less frequent, but bigger in scale when they do occur.

      Dynamic:(I know dynamic means powerful, but it can also mean what most people think it means: variable).

      The spawn system can be made dynamic by increasing and decreasing the spawn timer by 10 seconds for objectives… changing the spawn timer when people die can add .1 of a second on, this can help to ensure people all spawn as a big group while not being significant enough to cause anger.

      So if you destroy the water supply, not only is the spawn pushed back, but the respawn timer adds 10 seconds to it. This means that the attacking team will get a bit of extra peace, but then suddenly a massive wave of enemies will charge in and thrash them(more than likely) 30 seconds later.

      Theres my idea, wave spawning and some things to affect the spawn timer.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: Two ideas you may have already considered.

      500 000 triangles isn’t really that much, add in tesselation and you have less being drawn because not all the soldiers are in your ass… mind you, the udk has a 64 player limit, so… yeah.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: PUNCH PEOPLE IN THE FACE

      the balls on their chin!

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: Developer Blog #1 - Hit Detection

      My only advice on the next video is to a) get it released (withing a week, or 2 weeks at the max… 2 weekly(I believe that’s called biweekly) could work well) and b) keep focussing on one features, oh and keep mixing up the maps as much as possible.

      The new battlegrounds map looks just like in the movies, which is great.

      posted in Official News
      I
      Ironclaw
    • RE: Throwing Axeman

      yes, pick up the head of that guy you just decapitated and hurl it into the prince’s legs to trip him up so he can’t escape.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • PUNCH PEOPLE IN THE FACE

      Hey guys, just quickly writing up this post because I thought it would be a good idea to spontaneously post up an idea.

      so you are dueling this bastard, and you both keep blocking/parrying each other, so what do you do? You punch him in the face with your sword hand(or the hilt of the sword).

      yeah. slash, tink, whoos, block, PUNCH OW!

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: Two ideas you may have already considered.

      hey, assuming that servers can handle 64 players, which they will be able to. A good custom map designed for 32v32… that will be hell fun.

      16v16 is a lot of players, I mean, modern warfare 2 can handle 18 players, but is rarely any more than 12… and even 12 can get hectic(6v6). So 64 player battles will be awesome on the right map.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: Taunt suggestions

      @Holy_Teal:

      “You should stop gutting it out before i get upset and your guts come to paint the ground”.
      or
      “You have lot of guts to defy me, but I doubt that it lasts long after i made your body spit out all of them”.

      “You got guts kid, I hope I don’t trip in them”

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: Clan Cosmetics

      I agree, this is a great feature to have in chivalry(custom clan shields and banners). Instead of complete customisation with uploaded images, an alternative would be something similar to halo, where you can combine different features together to make something that is custom… unless they patented that feature…

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: Favourite class…

      all you need to do is to ensure that all weapons have the same damage per second. Look at this: http://static.bf2s.com/files/user/13406/bfbc2-damage-chart.png

      Notice how the time to kill on certain weapons is clearly higher than others. That’s a problem, of course, some weapons have a higher fire rate or a lower accuracy to attempt to compensate… the best time to kill weapons are still quite powerful.

      So if you work it out that all weapons have the same time to kill, you could have a really long sword that’s really slow but does a lot of crushing damage(because swords back then were essentially clubs… for the most part against armor). While a faster short sword would do less damage, and the damage per second on average would be EXACTLY THE SAME. so it’s kind of like faking weapon variety in damage.

      posted in Chivalry: Medieval Warfare (PC/Mac/Linux)
      I
      Ironclaw
    • RE: Three Word Story

      CHAPTER SIX

      A lone warrior unsheathed his sword appropiately and inoffensively. With great haste he slashspammed mudkips to up his balls of steel. The rain in Spain falls mainly in pain. WHILST…

      posted in Off Topic
      I
      Ironclaw