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Caesar

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Posts posted by Caesar

  1. I keep coming back to this, I know, but I do think the Renaissance has a lot to offer an rts game.

    Unfortunately I am far more of a historian then I am a graphic designer. I have drawn up a couple plans for such a mod, but I do not possess the talent to do anything with them.

  2. Yeah, but how would they fit into the game? Certainly not as Roman units, since they fought against Rome. Certainly not as their own faction, because they did not build a civilization of their own.

    If I remember right, the original plan for the map had the map divided into various "provinces". Perhaps in each Province a local mercenary unit could be made available. A non-playable general faction, just for circumstances such as these (rebel slaves, bandits, ect.) like the Gaia faction in AoE II or the Slaves/Rebels of RTW, could be added and the slave army of the Servile Wars composed of the mercenary units that would be available in the Italian provinces.

  3. No slaves in 0 A.D. I am not against the idea of having slave units, as long as they'd have a completely unique role in the game design and weren't superfluous. But as far as "slave armies" go - I see no historical precedent for their inclusion in our game.

    What of the Servile Wars?

  4. How about Persians vs. Greeks? Have a shot of a host of Persian infanty bearing down on a Macedonian phalanx with the cavalry close behind. Do you have any hero units yet? If so you could include Alexander and his hetairoi and Darius III and the Immortals, perhaps in a depiction of a historical battle like Gaugamela or Issos.

  5. I think AoE3 does it.

    If I'm correct it dates to times between Middle ages and American revolutionary war which IMHO is Renaissance period.

    AoE3 is much more of a colonial-era game, not a renaissance game. There is a differance.

  6. The problem with factions in a game that covers such a vast period of time (come on, 500 years for one part is a rather long time) is whether or not to go with states or nationalities- for example, the Greeks could be considered a single nationality or culture, but between 500 BC and 0AD there were many states within that nation, the Athenians, the Spartans, the Thebans, Corinthians, Epirotes, Macedonians ect. ect., which rose and fell within that period. Or it could go the other way where within one state there were many nations- within the Persian Achaemenid Empire there were Perisans, Medes, Arabians, Turks, Thracians, even some Indians and Greeks.

    0ad seems to have gone for a combination of both.

  7. Nice thoughts, but in all honesty does anyone here really want to be fretting about which horses to breed when the enemy army is slaughtering your villagers and decimating your army? A lot of the ideas here to improve accuracy are nice, but much of it is impractical and would seriously interfere with gameplay. If many of these things were put into the game players would be so beset by many minor matters that they wont be able to focus on military strategy which is what this game is really about. You cannot combine RTS, RPG and City-building into a single game.

  8. Correct. :) Also, the Marian Legionnaire you have pictured there is outside the timeline of the Romans even for Part 1, as we are depicting the Romans as they were for the 2nd Punic War - the Camillian Legions. :lol:

    I see. Of course, or at least this is my understanding of history, the military reforms under Camillus and Marius focused on the organization of the army, while the equipment changes took place gradually over time. I believe even in the Imperial era the distinctions of hastati, principes and triari remained, if only honorary (denoting the length of service or something like that) rather then separate units.

    So the civil war under Sulla and the conquests of Caesar will be put off until Part two?

  9. Havent visited this thread, or this forum for that matter, for some time. I suppose I can say that my religious position has not changed since my post here a couple years ago. Still Roman Catholic, though I suppose I could be described as the traditional sort (Latin, Gregorian chant and all that glorious and triumphalistic stuff). As I am in the application process for the seminary, I ask that those of you who still believe in prayer remember me.

  10. Part One would only deal with the "early" legions, while Part Two would have the classic "Augustan" legions. It is the latter that mastered the testudo formation.

    The legionary of the late Republic would have worn a montefortino helmet and ring-mail armour while carrying an oval shield, like so:

    SL0001.jpg

    The segmented cuirass armour was not commonly employed before 10AD. Same goes for the rectangular shield. Also, it is probable that the gladius sword, even until Caesar's day, was somewhat longer then that of the Imperial era.

  11. Maybe this could be something of an option?

    In regards to where routing units go, I would suggest that they retreat to the edge of the province in which the battle takes place.

    See, this is one of those things where my personal tastes differ from what most RTS games have to offer- I far prefer the general or field commander status over being almighty in the game. I like having to work with the challenges that come with units that can sometimes rout or attack without orders, or make mistakes.

  12. eggman brought up an interesting point- unit "emotion". In Rome Total War this is called Unit Morale, which does affect gameplay.

    Tired units (those which have been moving or fighting for a certain period of time) can lose morale, along with hitpoints and attack; when faced with greater numbers or certain types of units (ie. elephants), or if taking many casualties, the units become afraid and lose morale; a nearby general or hero unit can give other units a boost in morale (an incentive to keep the generals/heros with the army), with perhaps the opposite effect on the opposing units; the death of a general or hero is a great blow to unit moral; if morale falls too low the unit could rout, withdrawing to the edge of the province, or to friendly territory; routing units cause more units to rout.

    Just some ideas that I think would enhance the gameplay. I do not know how it would be implemented, although it could be based on the differant provinces- for example, certain things that change unit morale can affect all the units in a specific province. Or the area of effect could be smaller.

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