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Scythia


Morganiccc
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Will the Scythians included in the set of fraction?

Faction Symbol

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Infantry

Steppe spearmen (inf.Spear)

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Scythian axes (inf.Axe)

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Scythian Skirmisher (Inf.Jav)

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Steppe foot archers (Inf.Bow)

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Scythian archers-Hellenic (Inf.Bow)

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Cavalry

Skirmish Cavalry (Cav.Jav)

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Steppe horsemen (Cav.Spear)

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Scythian heavy cavalry (Cav.Spear or Cav. Sword)

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Champions

Scythian-Hellenic hoplites

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Bodyguards Scythian king

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The cavalry of the Royal Scythians

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Scythian royal infantry

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Heroes

King Athey

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Siege

Ram

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Ships

Rook

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Special Buildings

Not found

Wonder

Stone grave Scythians (they say there kept most powerful and terrible weapons of the world)

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Edited by Morganiccc
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in "company of heroes opposing fronts", the british had a mobile CC(deploying like a siege unit)

in 0ad, the hard part would be to have a CC compatible with the "controled area" system...

an idea would be to build a fix "milestone" when you build a building, the frontiers wouldn't depend directly of the buildings but rather of the milestones, you can move all your building but not out of your frontiers(your tribe control a given territory).

but should the milestone be destructible ? should it be destroyed when then associated building is destroyed ? ...

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in "company of heroes opposing fronts", the british had a mobile CC(deploying like a siege unit)

in 0ad, the hard part would be to have a CC compatible with the "controled area" system...

an idea would be to build a fix "milestone" when you build a building, the frontiers wouldn't depend directly of the buildings but rather of the milestones, you can move all your building but not out of your frontiers(your tribe control a given territory).

but should the milestone be destructible ? should it be destroyed when then associated building is destroyed ? ...

that be usefull for a faction in our Mod, The Sea Peoples. is interesting open a discuss for this, in part2 that be important for gameplay.

Or "mobile civilizations" could just ignore the territorial limits entirely :) The system supports both cases (as you can see with e.g. the docks), it would more be a matter of how to make sure it's balanced and plays well with the other civs :)

weak buildings, but thy can take easy a enemy building to make settlement in that.
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What if the nomadic civs had buildings whose HPs decline as time goes on, so they can never stay in the same place for too long. This would also control the number of units that are trainable at a given time because they wouldn't be able to train that many units in one place if their buildings only temporary...

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Or "mobile civilizations" could just ignore the territorial limits entirely :) The system supports both cases (as you can see with e.g. the docks), it would more be a matter of how to make sure it's balanced and plays well with the other civs :)

This is exactly how I see nomadic civs functioning, e.g. the Huns.

What if the nomadic civs had buildings whose HPs decline as time goes on, so they can never stay in the same place for too long. This would also control the number of units that are trainable at a given time because they wouldn't be able to train that many units in one place if their buildings only temporary...

This is also another great idea. We can easily try both approaches and see which works better.

As for the Scythians, you make a fantastic presentation, Morganiccc. But I think we're starting to reach our limit of civs for Part 1. That's not to say we couldn't make a new Scythians faction in a DLC pack or something.

For the Champion "Scythian-Hellenic hoplites", I'd name them Bosporan Hoplites or something like that. Basically, the Scythians' only good melee infantry unit (their citizen-soldier spearmen would basically be cannon fodder, and their axemen, while having high attack, would be relatively low-armored).

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And how much will it cost DLS?

And if I can not help what you tell me, maybe I can get a model of organizing presentations.

You need these models?

Once again, please forgive me for my bad english: (

I think any DLC we release would be free, but who knows. Regarding the models, we have our own models and prop system, so I don't think Total War models would be compatible with 0 A.D.
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There has been some talk about nomadic civs being included the main issue/problem is how do you make a moving civ center ;)

Enjoy the Choice :)

As Scythians lived in special tents called yurts, their civ center and/or houses could be yurts.

Yurts as other tents need to be set up, so maybe this could work the same way as catapults and ballistas do now.

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I was thinking something along the same lines.

I think they can make yurts(/houses) in the cc which are then created in mobile form, these can be unpacked anywhere. The other buildings would be upgraded or specialised versions of the basic yurt. Units can only be trained in specialised yurts also while moving. For cavalry they need to build a (cheap) corral, which is abandoned when moving to a new location.

I still have to come up with a motivation for the player to move their buildings around.

Something with decreasing gather rate when in one location for too long.

I think they should have a better gather rate than other civs, but while immobile this gather rate decreases, so, in order to keep up with other players, they have to move.

All yurts should auto-unpack when standing still and auto-pack when ordered to move in order to minimize microing.

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May prevent them from the field (also corrals animals) and they will have to move to where more animals, and the radius of the construction around the Сivil Center to do very little, that would not be who did not build a warehouse for food near the border and the camp will constantly in motion. (Look for new herds of animals).

Edited by Morganiccc
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Why not simply deprive them of another dropsite besides the civ center? It would be reason enough to move anywhere else when your mines are depleted. Plus, that tech to increase carrying capacity of workers would benefit them above all, and another tech could be added to adjust their walking speeds/gathering rates or whatever to make them still competitive against other civs that have dropsites.

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I actually tried to implement a packable civ center (and it works :) I will put a patch in trac soon when I iron out some details). However, a civ center should not be able to unpack everywhere, at the very least not close to another owned civ center and absolutely not on enemy territory. It would be too easy to capture large tracts of the map or severely limit another player (e.g., imagine building your civ close to the enemy's civ center, hereby rendering this player unable to expand).

Another problem would be defense. Being on the move makes it hard to defend yourself against raids, making nomadic civs an easy target late in the game. Being nomadic means no fortified walls or other heavy defenses, so that requires a solution.

Edited by dvangennip
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