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Roman Castrum


nifa
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It's time to present a blender project I've been working on lately, which is a set of buildings that make up a roman castrum.

Contubernium (Barracks)

The contubernium consisted of 10 units of 8 soldiers and one centurio, I had to cut it down to 6 stalls, so that it wouldn't be way too long.

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Horreum (warehouse/storehouse)

Horrea were special warehouse to hold mostly grain. The floor was elevated to keep it dry. The walls needed to be strong to withstand the pressure from the filling.

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Principia (Main Building)

The Principia was the main building, were the administration was situated and the standards (Aedes) and valuables (Aerarium) were kept. The big basilica was used for gatherings of the troops.

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Gate (Porta)

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Walls (short with stairs, medium, long, curved)

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It's a work in progress, so still some things are missing, especially (normal, spec) texture improvements and more props. Climbing plants like ivy would look good on it. Some parts still look a bit empty, especially the roof parts. The Gate animation is still missing.

Possible buildings to add could be:

  • Praetorium
  • Porta praetoria (Bigger and fancier gate)
  • Wall towers
  • Calvary barracks

I'm gonna add references later. I know that for now there might not be much use for it, maybe for some mod or scenario. To make it constructable ingame a js wallplacer helper would be helpful. Anyway, it was fun and I learned some more blender and gimp stuff I guess. Let me know what you think:)

castrum-0.27.0.zip

Edited by nifa
added mod files
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27 minutes ago, sternstaub said:

Can actor trees be farmed by players, or are they decorative objects?

no, players can't interact with actors, they have no impact on gameplay. The files in simulation/templates/... (entities) take an actor file and add information needed for how something is handled in gameplay

https://sketchfab.com/3d-models/castellum-de-horbourg-wihr-alsace-france-7d888d51e229455c917e71122268319b

nice 3D work of a castrum in France

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5 hours ago, sternstaub said:

I have the intention of recreating some parts of the roman limes as a map / multiple maps. Such models as yours will be of great help. :) will stay tuned.

I honestly think "Limes" could be a cool either map type or random map. The map would be divided by Roman walls into sections by number of players. The walls would be Gaia and have to be broken through in order to get into the enemy's side of the map. So, two players would have one long wall down the middle of the map cutting it in half, etc.

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6 minutes ago, wowgetoffyourcellphone said:

I honestly think "Limes" could be a cool either map type or random map. The map would be divided by Roman walls into sections by number of players. The walls would be Gaia and have to be broken through in order to get into the enemy's side of the map. So, two players would have one long wall down the middle of the map cutting it in half, etc.

It could be cool for a random map. Do you mean to have 5 wall sections for 5 players, like a star?

Is there any documentation references on random maps?

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1 hour ago, sternstaub said:

Oh, thanks, i see ^^

Can actor trees be farmed by players, or are they decorative objects?

Actors do not interact with the game simulation in any way. Entities do. :) So, yeah, you could say many actors are merely "decorative objects", but every entity has an actor too (actors are sprite you see, while the Entity is the file that interacts, has stats, etc). 

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21 hours ago, wowgetoffyourcellphone said:

I honestly think "Limes" could be a cool either map type or random map. The map would be divided by Roman walls into sections by number of players. The walls would be Gaia and have to be broken through in order to get into the enemy's side of the map. So, two players would have one long wall down the middle of the map cutting it in half, etc.

Would not mind having the wall belong to one of the factions (like in the limes case or for Hadrian's wall - or the great chinese wall). In return to this "unfair" advantage we might want to deplete resources a bit on their side, e.g. less stone or metal. 

Alternatively, a more complex scenario could be envisaged where the faction owning the wall would be threatended by Gaia on their own side, e.g. a village that was originally a peaceful ally would turn into hostilities after a certain time. This would try mimicking treason as happened in many cases in history (must be scripted - trigger could be an attack by the adversary or whenever anyone crosses the wall).

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