Jump to content

wowgetoffyourcellphone

0 A.D. Art Team
  • Posts

    10.641
  • Joined

  • Last visited

  • Days Won

    522

Everything posted by wowgetoffyourcellphone

  1. Right and if that the case (I have play that game so you are right they are trained like 1 soldier at a time but then they gather into battalions on their own), then why not just train them as 1 battalion from the beginning instead of make the soldiers auto-form the battalion after they are trained? Makes unnecessary step your way. Just skip that step and make them battalion friom the beginning.
  2. Hi guys. Principate Romans wonder is Amphitheatrum Flavium, aka The Colosseum. Was wonder if someone would like to take crack at it! I think it footprint should be a little bit less than the Hanging Gardens in the game. Shape from top: Oval Shape plus Statues (can reuse the statue decals from Civic Center save polygons?) Here you see the awnings or sails over the top. Great opportunity for player color:
  3. I think Mauryan wonder is complete tho? But zebu don't move legs yet and trader dude is still greek dude.
  4. I don't want that micro. Point of battalion is to remove tedious micro and focus on activity of groups of soldier instead (move micro away from one area toward a more interesting area like charging and flanking and shield walls and all that stuff; remember player only have finite amount of concentration). Plus with persistent battalion you can have cool upgrade and powerups that would be difficult to have without persist battalion.
  5. A thureos spearman with a linothorax would be a Thorakites right? I just had good idea for Tech. Thank you! PS: Game already have plenty of texture, you can just edit the unit actor to have texture you like.
  6. I think cavalry now have trouble gather from sheep? Reproduce anyone?
  7. Agree. In cavalry duel spear become useless against sword. Spear good for charge and attack enemies on foot from saddle.
  8. On contrary, I care not for 300 individual soldiers moshing around battlefield. I don't care if a single soldier live or die. A whole battalion dying I would care about. Also, with battalion system we can have named legio and regiment, with authentic shields and banner. I would care about a unique battalion with a name ("Sons of Ares", "Legio XII Victrix Gemina") more than hundreds of individual no-name soldier. See what I mean?
  9. Female citizen would be single units, yes. And Darc is right that the resources would have roughly same number of slot as number of soldier in typical battaliion. And people would need to adjust their thinking for concept: You don't have 250-300 unit, you have something like 70-100 -- battalion is one 'unit'. So you have 20 battalion of soldier (each battalion 10 pop) and then 50+ single support unit (healers, citizens, traders, etc.). I could even see traders being like a battalion where you can train or group them into convoy or caravan for boost in speed and protection.
  10. Example of hero trained with bodyguard battalion (Option 1) or Example of a hero attached to a battalion by the player (Option 2) Screenshot: Hero with bodyguard battalion in Close Order formation. Option 3: Allow both options (can train with a bodyguard or without a bodyguard; can attach hero to battalion later if player wants) Regardless of option imp[emented, heroes can still be single soldier in Atlas editor for scenarios.
  11. You are right, could use different terms for Greek civs: Chiliarchès: ‘commander of thousand’; officer. Dekarchos: ‘leader of ten’; junior officer; squad leader. Dilochitès: double-file leader; junior officer. Dimoirites: half-file leader; NCO. Hègemon: commander. Hekatontarchès: ‘commander of hundred’; officer. Hèmilochitès: half-file-leader; NCO. Hyparchos: cavalry commander. Ilarchès: ‘wing commander’; cavalry officer. Lochagos: unit commander; file leader. Polemarchos: senior officer. Somatophylax: ‘body guard’; elite Macedonian infantry guard; senior Macedonian general. Stratègos: general; commander. Syntagmatarchès: batallion commander. Tagos: Thessalian commander-in-chief. Taxiarchès: regimental commander. Taxiarchos: regimental commander.Tetrarchès: commander of four files.Xenagos: mercenary commander.Zooiarchos: elephant commander.
  12. I think this could be champion infantry: Praefectus Evocatorum. He is wear Lorica Plumata, a very expsnive shirt of armor. He might be a Praetorian, but could be also an officer of the Evocati, who make hella good wage.
  13. If vanilla version do not add battalions I hope to gether team to do it. Here's how Delenda Est would do battalion and formation. Battalions Troops are no longer individuals, they are part of a group or battalion. Guys, I will give you the rundown of how it would work. Training Soldiers are trained in battalions and live and die in battalions. A battalion of melee infantry would have 24 soldier for example. They are trained 1 battalion at a time. Shift-train queue up 5 battalions in a row and give a "batch" discount not unlike the batch discount game already has. The soldiers exist the building together as a battalion and head off to rally point. Cost A battalion of soldier (Spear Infanrty, 24 soldier) would cost roughly 600http://i.imgur.com/mc1IVBW.png500http://i.imgur.com/c74X0Gq.png10http://i.imgur.com/Fo3YSzo.png, so 1 large house or 2 small house have pop for 1 battalion. In a 300 pop match player might have 20 battalions to manage instead of 200 separate units. Extra Units and Upgrades A battalion will have 1 or more extra eye candy soldier to help distinguish each battalion. Default: Bannerman. He come automatically with the battalion and cost nothing extra. He does not fight and does not die until the last soldier in the battalion dies, then the Bannerman dies. Enemy soldier ignore him like he is just a ghost actor. This is the Aquilifer for the Romans for example. Upgrade: Noise Maker. Upgrade battalion with a noise maker dude that either reduce nearbly enemy attack (intimidation) or increase his own battalion's attack (courage) or some other bonus unique to civ's Noise Maker. For example for the Celts this would be the man who blows the Carnyx (intimidation). For the Romans this is the man who plays the Cornūs (courage). Athenians, Spartans, Thebans get a flutist who plays the Aulos and make the battalion march faster. Upgrade: Officer: Upgrade battalion with a officer unit who does fight. He is tenacious and have double health of soldier in his battalion. He is the Centurio for the Roman civs, the Polemarch for the Spartans, etc. Heroe: We can have heroes trained with a bodyguard so that they are their own battalion (like Octavian Augustus comes within a battalion of Praetorian Cavalry, Leonidas comes within a battalion of Hippeis Spartans, Xerxes come in a battalion of Apple Bearers, etc.), we can make heroes train as individual and then you can attach him to a formation, or we can do both depending on each hero. A hero in a battalion is treated by the enemy just like any other soldier in the battalion. Hero takes his/her place right in front of the bannerman on the right corner of the battalion (the place of the "officer"). Reinforce: If near a barracks a low strength battalion could be reinforced with new free soldiers (they appear behind bannerman and assume their place in line). Can be done with a aura. Promote: Each battalion accrue Experience. When battle is over player can promote the whole battalion at once if that battalion has accrue enough Experience. Selection and Movement Selecting any soldier in the battalion select whole battalion. Soldiers in battalion will squeeze together to fit the battalion through narrow pathways. When sent over long distance, battalion form into column to snake around obstacles and through narrow paths. Resource Gatherers and Builders Having battalions does not abandon the citizen-soldier conceptual. Battalion can still gather resources and build building. When a battalion of citizen-soldier are sent to gather from trees, they will march to the forest and then disperse to nearby trees to chop. If sent to gather on a farm the battalion march to the farm and then spread out to the farms for how many slots are available. If there are too many soldier for gathering slots some soldier will just stand guard near his gathering comrades. Same for building. User Interface Every battalion that is created gets automatically a ctrl-group icon on left of screen. Ctrl-groups can be made by the player for multiple battalions if player wishes. These get a different icon, along the left of screen. Formations How do they work? Soldiers fight in formation and generally hold the shape of the formation within parameters. The more men in the formation the closer they hold the formation. As men die, the formation cohesion is less. Number of formation buttons are reduce Formations give bonuses and penalties Can be altered with a small numnber of Formation Modifier Most civ will only have 3 Formations for their Battalions and then 3 Modifiers Formations and uses Column Civilizations: All Unit Classes: All Auto/Manual: Automatic, when distance between waypoints is long, is applied to the battalion Modifiable: Yes Bonus: 1.25x Speed Penalty: .5x All Armor, so vulnerable to ambush Battle Line Civilizations: All Unit Classes: Infantry and Cavalry Auto/Manual: Automatic, this is the DEFAULT battalion formation for these classes of units Modifiable: Yes Bonus: +2 Frontal Hack and Pierce Armor, +1 Frontal Crush Armor Penalty: .9x Speed Wedge Civilizations: All Unit Classes: Melee Cavalry Auto/Manual: Automatic, this is when Melee Cavalry are task to CHARGE Modifiable: Yes Bonus: +1.25x Charge Bonus in addition to regular charge bonus if charge is initiate at "sweet spot" distance, not too far not too close to target Penalty: -1 Pierce Armor, makes the cavalry more vulnerable to missile, which is usually not Testudo Civilizations: Rome Unit Classes: Melee Infantry Auto/Manual: Manual Modifiable: No Bonus: +3 Hack Armor, +4 Pierce Armor, +5 Crush Armor Penalty: .25x Speed, Soldiers within it can only respond to direct melee attacks Sparabara Wall Civilizations: Pers Unit Classes: Archer Infantry Auto/Manual: Manual Modifiable: No Bonus: +5 Frontal Pierce Armor Penalty: Is a stationary formation, will not move when in this formation Abstract: The famous Persian archery shield wall; Great for archery duels Formations Modifier When a formation above is chosen, the Formation Modifiers available for that Formation are become available (unavailable modifiers are greyed out) Close Order Civilizations: All Formations: Column, Battle Line, Wedge Unit Classes: All Auto/Manual: Auto, this is the DEFAULT modifier for formations Effect: Units are spaced close together, but their shields do not touch or overlap Open Order Civilizations: All Formations: Battle Line, Wedge Unit Classes: All Auto/Manual: Manual Effect: Soldier are spaced farther apart, with additional space between files and rows Benefit: Reduces effects of incoming splash and trample damage Penalty: -1 Hack Armor removed (but any Crush and Pierce bonus remain) Locked Shields Civilizations: Athen Spart Mace Sele Ptol Cart Theb Epir Formations: Battle Line Unit Classes: Spear Infantry and Pike Infantry Auto/Manual: Manual Effect: Units are spaced close enough their their shields overlap, creating a shield wall Bonus: +5 Frontal Armor Bonus in addition to regular frontal bonus for Battle Line (for a total of +7); Units in 2nd rank can attack through the front for spears, units in 2nd and 3rd rank can attack through front for pikes. Penalty: .75x All Armor from Flanks, .25x All Armor from Rear, .8x Speed Abstract: This is the Hellenic and Hellenistic "phalanx" for hoplite-style spear infantry. It is the "syntagma" for pike-style spear infantry. Later, in Part 2, this is the Shield Wall for the Germanic culture (Germ, Alamm, Goth, Frank) Army Behavior When 2 or more battalion are selected, Army Behaviors kick in. When send over long distance, they form column together and snake their destinatio. When the player task multiple battalion to an area they will automatically arrange in a classic "battle formation" (melee infantry in middle, cavalry on wings, archer in back) when they arrive, or... We could add Army Formations if we wanted to that show up in place of battalion formations in UI when multiple battalions selected. Either way, when move command to somewhere, they end up organized, not a mess. Anyway guys, this is how it could work. I think it is very simple and add very uniqueness to the game as well as fresh historical combat. Inspiration Battle for Middle Earth 2
  14. Sweet work stan Tho I think the feathers are only 1-side? They disappear when rotate.
  15. Hi stan. Can you make variation of Imperial Gallic G helmet with a crest? Front to back, vertical, for Elite Legionarius. Would probably be easy to just use the Legion helmet model already in game and add the crest. Helmet texture alread in game rome_gallic_g_cent.dds has player color for crest. Like this guy on the left, maybe 1 variation with crest only and 1 with crest and feather.
  16. I don't know. I think the current capture way works fine. But the game does need sheep capture like you propose (proximity, passive capture).
  17. Roman Reference Extensive Glossary of Roman military terminolgy: http://members.tripod.com/~S_van_Dorst/glossary.html Roman Army Talk forums: http://www.romanarmytalk.com/rat/recent.html Greek Reference Extensive Glossary of Greek military terminolgy: http://members.tripod.com/~S_van_Dorst/Ancient_Warfare/Greece/greek_glossary.html
  18. Great resource for technologies and units: http://members.tripod.com/~S_van_Dorst/glossary.html Warning: You may spend hour reading that link. I did.
  19. I think this look good for their blacksmith. Italic (keke) thing not possible yet: TOWN PHASETechs cost 200-300 resources X-1 Choosing one of these unlocks all blacksmith techBlacksmith Technologies (Forging)-25% Cost for all Blacksmith Techsvs.Blacksmith Technologies (Metallurgy)-50% Research Time for all Blacksmith Techs A-1Melee Units ("Pugio" Side Arms)+1 Hack Attackvs.Javelin Units ("Lanceae" Heavy Javelins)+4 Pierce Attack [[sword Infantry ("Pila Volley") here when possibleUnlocks an initial ranged attack for Roman sword infantry (i.e., they throw a heavy pilum javelin before moving to within melee range for melee attack) ]] B-1All Soldiers ("Submarlis" Armor Padding)+1 Hack Armorvs.All Soldiers except Archers (Laminated Shields)+2 Pierce Armor-5% Speed B-2All Soldiers ("Chain Armor" Lorica Hamata)+2 Hack Armor-5% Speedvs.All Soldiers except Archers (Iron Shield Rim)+1 Pierce Armor C-1Melee Cavalry ("Spathae" Cavalry Swords)+2 Hack Attackvs.All Cavalry ("Chamfron" Facial Horse Armor)+1 Hack Armor D-1Infantry Units ("Caligae" Army Sandals)+10% Walk speed CITY PHASETechs cost 400-600 resources A-2Sword Units ("Gladius Hispaniensis")+2 Hack Attack+5 Metal Costvs.Javelin Units ("Amentum" Javelin Thongs)+6 Range B-3Melee Infantry ("Lorica Squamata" Scale Armor)+1 Hack Armorvs.All Infantry except Archers ("Scuta" Roman Shields)+1 Pierce Armor-5% Speed B-4Legionary Infantry ("Lorica Segmentata" Segmented Iron Armor)+2 Hack Armorvs.All Soldiers except Archers ("Umbo" Iron Shield Bosses)+2 Pierce Armor C-2All Cavalry (Celtic Saddle)+10% Walk Speed+10% Run/Charge Speed E-1All Soldiers ("Imperial Gallic G" Iron Helmets)+1 Hack Armor-10% Visionvs.Melee Soldiers ("Manicae" Arm Guards)+1 Hack Armor-1 Hack Attack F-1Archer, Tower, and Fortress (Recurved Composite Bows)+4 Pierce Attack+4 Range IMPERIAL PHASETechs cost 500-800 resources B-5All Heroes ("Lorica Plumata" Plumed Scale Armor)+2 Hack Armor+2 Pierce Armor+2 Crush Armor+50 Metal Cost
  20. Not only are they good at building structure, but they boost the Slaves considerably. To make them good at everything (gathering too) would not be very balanced and would dilute why you use the Citizens and Slaves. Trying to make them work this way with testing.
  21. Mercenary Camps Hi. This feature in the mod already and working well. Each civ have between 2 and 5 different mercenaries they can train from a captured Mercenary Camp. On each skirmish map there is a Mercenary Camp near each player's starting base (but outside the player's territories), and then at least 1 more Mercenary Camp somewhere else on the map. Mercenary Camps do not take long to capture with a handfull of troops, but that means it is also lost to the enemy easily. What to do to make the feature complete: A way to make templates un-deletable (so players, especially AI Player cannot delete it). A way to make templates un-attackable (so UnitAI doesn't force attack or AI Player doesn't attack it or human player can't force-attack it with ctrl-). A way to make templates invulnerable (so splash damage or friendly fire does not affect it). Any combo of the above.Mercenaries Mercenaries are not like ordinary citizen-soldiers. They can gather and build buoldings like citizen-soldiers, but because they start out at Advanced rank, they do not do these things very well. They are much better for fighting. Another way they are different is they do not cost food. Their normal food cost is converted to metal cost. For example, a Mercenary Spearman is not 6050, he is 6050. So they are expensive and can only have 30 of them alive at a time. But a big benefit is that they cost 0, meaning they are a good way to make armies bigger than the population cap, especially since in Delenda Est regular citizen-infantry and champion infantry cost 2 and citizen cavalry and champion cavalry cost 3. Mercenaries are a way for many civ to gain access to unit type they would not normally get access in their Barracks. List below is the current Merceanry plan for all civs. {civ}_merc_infantry_1 Achaemenids: Greek Mercenary HopliteAthenians: Greek Mercenary HopliteBritons: Caledonian RaiderCarthaginians: Mauritanian ArcherEpirotes: Italiote HopliteGauls: Naked FanaticIberians: Naked FanaticMacedonians: Greek Mercenary HopliteMauryans: Newari ClansmanPtolemies: Galatian Heavy Swordsman*Romans (Republicans): Italian Allied SpearmanRomans (Principates): Auxiliary Spearman**Seleucids: Thracian SwordsmanSpartans: Peloponnesian HopliteThebans: Greek Mercenary Hoplite {civ}_merc_infantry_2 Achaemenids: Cardaces HopliteAthenians: Thracian PeltastBritons: Celtic ArcherCarthaginians: XEpirotes: Galatian SwordsmanGauls: Celtic ArcherIberians: Balearic SlingerMacedonians: Thracian Black CloakMauryans: Ptolemies: Thureos Skirmisher*Romans (Republicans): Aetolian Thureos SkirmisherRomans (Principates): Syrian Auxiliary Archer**Seleucids: Arab JavelineerSpartans: Cretan ArcherThebans: Cretan Archer {civ}_merc_infantry_3 Achaemenids: Cardaces Heavy SkirmisherAthenians: Cretan ArcherBritons: Carthaginians: XEpirotes: Cretan ArcherGauls: Iberians: Macedonians: Cretan ArcherMauryans: Ptolemies: Nubian Archer*Romans (Republicans): Romans (Principates): Seleucids: Spartans: Thebans: Rhodian Slinger {civ}_merc_cavalry_1 Achaemenids: Scythian Horse ArcherAthenians: Greek Allied CavalryBritons: Carthaginians: XEpirotes: Greek Allied CavalryGauls: War ChariotIberians: Macedonians: Greek Allied CavalryMauryans: Ptolemies: Macedonian Cavalry*Romans (Republicans): Gallic Allied CavalryRomans (Principates): Batavian Heavy Cavalry**Seleucids: Dahae Horse ArcherSpartans: Greek Allied CavalryThebans: Greek Allied Cavalry {civ}_merc_cavalry_2 Achaemenids: Athenians: Britons: Carthaginians: XEpirotes: Gauls: Iberians: Macedonians: Odrysian Skirmish CavalryMauryans: Ptolemies: Tarentine Cavalry*Romans (Republicans): Numidian CavalryRomans (Principates): Auxiliary Light Cavalry**Seleucids: Galatian CavalrySpartans: Thebans: * = The Ptolemy Dynasty hired many mercenaries. Their mercenaries can be trained instantly.** = The Principate Romans use Auxiliaries, or Auxilia. They can train their "mercenaries" also from a Auxiliary Barracks. Their Auxilia cost 1 instead of 0, but by capturing Merc Camps they increase max number of Auxilia by 10 each. I need help All civs need at least 2 mercenaries for the mercenaries camp. I need help filling in the chart. Ideal world has 5 for each civ, but I know realisticaly 3 would be good, as long as there is some historical justify. Also, I have not decided how to treat Carthaginians with Mercenary Camps, since Carthage has her embassies. I want to keep the embassies and do something unique for them for Merceanry Camps.
  22. Hi stan. I have made chicken passable locally for a while now: http://trac.wildfiregames.com/ticket/3497 And it work good. Yours will be a nice little fix for public mod.
  23. The Imperial Romans The Principate of Roman state Above: Hero selection for the Imperial Romans Above: Emperor Augustus (left), Marcus Agrippa (right) Above: Emperor Titus (left), Emperor Trajan (right) Above: Emperor Marcus Aurelius (left), Emperor Aurelian (right) Above: Roman Citizens (left), Roman Slaves (right) Above: Imperial Roman civ-specific minimap background
×
×
  • Create New...