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Kennylz

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Posts posted by Kennylz

  1. The two empires both had really different units and tactics. The east used Cataphracts and a lot of horse arches recruited from the eastern provinces. They were learning the future of cavalry warfare much faster than the West. The West were fielding a lot of 'barbarian' troops that didn't fight like Imperial Romans.

    There were a bunch of other differences, but those alone would make two Imperial Roman factions fighting each other not an accurate depiction. You'd have to mod in some Persian units into the East faction, along with some spear units to represent the rise of the spearman in response to the cavalry heavy Sassanians and some Celt/German units into the West along with some other stuff.

    Like I said, it would be easy enough to mod in with resources already there. The EastvWest empires also fielded troops that were armoured A LOT differently than the Imperial Romans, so if someone was to make it -really- accurate they would have to create new legions.

    FYI. The Imperial Romans are much cooler IMO, I was just wondering if the seperated Empires were going to be covered, because that period of Roman history is very interesting. I'm not that big into the Byzantines.

  2. Hmm. Seems like Roman Vs Roman conflict won't be covered too much if it skips ahead from a single unified Rome to a Byzantine Empire setup. I say this because you could probably have the pagan Rome in its prime Vs the Byzantine Empire, but that wouldn't be very realistic. The Western Empire was not all that similar to the unified and iconic Rome I think will be aimed for, and the Byzantine Empire was alien compared to the grandeur of the Eastern Empire at its height. Still, with a pagan Rome and a Byzantine Empire someone could probably mod quite accurate EastvWest factions without adding any new material. Just editing the rosters and switching colors.

  3. Hi, I am one of the many people who lurk more than post, but I have a question.

    I watched the video for download in the media section of the 0AD site and I noticed that the battle at the latter half of it lasts much longer than most fights in these type of RTS games. Were the units just given invincibility for the sake of people being allowed to get a good look at them in action, or will the fights be longer than usual in general?

    Compared to say, Warcraft of AOE, where there are many little skirmishes which last less than 5 seconds, and then one big attack that barrels over the enemy and then wins the game. I'd really prefer having longer fights, even if it is kept shorter than I'd prefer for the benefit of playability. Also, I'm wondering how the walls and ships will be scaled. I remembered that there was discussion that the naval units haven't had their sizes nailed down yet because it couldn't be decided what would work best. I think bigger is better. I'd prefer to see large impressive units that can unload a lot of troops and have pleasing sea battles than smaller, more contemporary units just for the sake of higher paces gameplay where whole fleets are downed in seconds.

    Also, I have to say that most RTS games that resemble 0AD tend to fail miserably at naval combat and movement. The Age of Empires games were horrid, with sea units that constantly bunch together, clip, and dance around like hover-ships on the water. I'd love to see the movement of naval units restricted, so that ships can't make bizarre 180 turns, and have to have a little room to turn around completely. Also, setting the boundaries of the units large enough that they don't ram into each other endlessly when they are sent to move as a group would be great too.

    Any feedback you can give me? It is very arrogant of me to assume that you all could succeed where commercial games fail. There must be a reason naval combat sucks so much in most RTS games not focused on the sea. Must be hard.

    I'm also not sure how ramming is going to be handled. Enlightment on that would be great.

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