wowgetoffyourcellphone Posted September 24, 2015 Report Share Posted September 24, 2015 (edited) I am start to make Imperial Romans for my mod. I envision them as a civ that break the 0 A.D. rules a little bit, by making citizens and soldiers completely separate. This is becaue the Romans had a true professional standing army. I also think of calling them Romans (Principate) instead of Romans (Imperial), because later we want to add the Dominate-era Romans (Eastern, Late). So, in the end we'd have the 3 major era of Roman history, each unique from each other:Romans (Republicans)Romans (Principates)Romans (Dominates)For the unit distinction, I come up with 3 options:Option 1: "Hybrid" 0 A.D./Norse in Age of MythologyCitizens (can be male or female randomly)"Cives" Gather resources, build civic/economic buildings. Soldiers"Milites"Fight, build military buildings.Option 2: "Classic RTS"Citizens (can be male or female randomly)"Cives" Gather resources, build all buildings. Soldiers"Milites"Fight.They could be oddity in the game by making them like the classic Age of Empires civs with all soldiers being "champions" (do not gather or build) and having traditional "villagers." The one civ to be just like AOE.Option 3: "Radical Departure"Slaves (can be male or female randomly)"Servi"Gather resources.Citizens (can be male or female randomly)"Cives"Build buildings, empower Slaves to gather faster.Soldiers"Milites"Fight.I like this one a lot. Intrigue me as direction. Edited September 24, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 24, 2015 Author Report Share Posted September 24, 2015 (edited) Civ BonusesTestudo: Like for the Republican Romans.Imperial Superpower: Imperial Phase give +50% civic center radius instead of the usual +25% radius increase.Anything else?Team BonusClient-States: Don't know what this would do yet. Suggestions? Maybe ally Civic Centers reduced cost and build time. Or ally Civic Centers +20% capture resistance?Special BuildingsArmy Camp: As with Republican Romans.Siege Walls: As with Republican Romans.Triumphal Arch: Some kind of attack boost aura or maybe link these with phase techs.Insula: This replaces the House for Principate Romans. It is much bigger than a house and gives 25 pop. Costs twice as much.WonderCircus Maximus or Flavian Amphitheater (Colosseum) Edited September 24, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 24, 2015 Report Share Posted September 24, 2015 So what do you need ?Btw there is a slave unit in the game already Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 24, 2015 Author Report Share Posted September 24, 2015 (edited) Need idea for Special Technologies and technologies. Also what people think of 3 options. I have unit roster in mind already (I think), but that can be discuss.Maybe 2 type of barracks. 1 for legionnaires troop and 1 for auxiliaries. Or barracks train legion troops and all auxiliaries train from the mercenary camps I have already implement. Edited September 24, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Tobi95 Posted September 24, 2015 Report Share Posted September 24, 2015 I am not sure about slavery in a RTS, because it is at some point political and every game has at some kind a message. So making slaves the better or only workers would be wrong for me. They should have some important cons. Maybe they could die after some time of working (because of working to hard) or they could start rioting, when the slaves/worker/soldier balance is wrong. This would add a massive strategic layer, too. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 24, 2015 Author Report Share Posted September 24, 2015 I am not sure about slavery in a RTS, because it is at some point political and every game has at some kind a message. So making slaves the better or only workers would be wrong for me. They should have some important cons. Maybe they could die after some time of working (because of working to hard) or they could start rioting, when the slaves/worker/soldier balance is wrong. This would add a massive strategic layer, too.The Servi could have diminishing health, yes is what I was thinking too. I am not too worry about "political" implication in my mod. Quote Link to comment Share on other sites More sharing options...
Stan` Posted September 24, 2015 Report Share Posted September 24, 2015 Might be interesting to read http://wildfiregames.com/forum/index.php?showtopic=18525Also I think you could use that subforum for your mod http://wildfiregames.com/forum/index.php?showforum=438 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted September 24, 2015 Report Share Posted September 24, 2015 Option one , remember who were who build the Adrian wall? Soldiers right. In late Roman period can be different. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 24, 2015 Author Report Share Posted September 24, 2015 Might be interesting to read http://wildfiregames.com/forum/index.php?showtopic=18525Also I think you could use that subforum for your mod http://wildfiregames.com/forum/index.php?showforum=438Here is good info too from Design document: http://trac.wildfiregames.com/wiki/Civ%3A_Romans_Imperial Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted September 30, 2015 Author Report Share Posted September 30, 2015 I mess around with Option 3, and althoug it is intriguing direction I think it differ too much from "standard" 0 A.D. practice. I'll try Option 1 (AOM Norse) now. I let those with the download link to Delenda Est try the option 3 Principate Romans before I commit Option 1. Maybe some can convince me to stick with "Radical Departure" option 3 instead.Okay, so tech idea: { "Name": "Brick-Faced Concrete", "History": ".", "Description": "Structures -20% cost." }, { "Name": "Architecture", "History": ".", "Description": "Use of the arch and other techniques increases structure health +15%." }, { "Name": "Aqueducts", "History": ".", "Description": "All organic (non-mechanical) units +10 health." }, { "Name": "Hadrian's Wall", "History": ".", "Description": "Upgrade Siege Walls to Stone Walls, with shooting towers and double health." }, { "Name": "Wild Ass", "History": ".", "Description": "Onager catapults +20% attack and range, but also -25% health." } Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 1, 2015 Author Report Share Posted October 1, 2015 (edited) My hero are:Octavian AugustusTitus Flavius AugustusTrajan AugustusOther possibles were:Hadrian AugustusAgricolaMarcus AgrippaMarcus AureliusAurelian AugustusKeep in mind these Romans are of the principate era, where the Emperor was the princeps, or 'First Citizen,' and "Republican" ideals were still pretended.Later, with accession of Diocletian in AD 284, the emperor was starting to be called dominus, or 'Lord,' a more Eastern tradition. Those Romans would have their own faction. Edited October 1, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 1, 2015 Report Share Posted October 1, 2015 Marcus Aurelius ( the campaing against Marcomanni) or his brother both rule Rome.Or...https://en.m.wikipedia.org/wiki/Septimius_SeverusHe defeat Parthian and sack Tesiphon ( Partian capital) and other successful campaigns against Garamantes, etc Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 2, 2015 Author Report Share Posted October 2, 2015 (edited) I would like to make it so that a new Triumphal Arch must be build to unlock each Phase tech. I want the EntityLimit for the Arch to be 1, and then increase by 1 for each Phase (so that another arch can be built to unlock next phase; subsequent phase require 1 additional Arch to unlock - 1, 2, 3).In Player.xml, I can set EntityLimit like this under <Limits> list:<Arch>1</Arch>Can I use <RequiredTechs> as a LimitChanger? I see it done under LimitRemovers, but can it be done under LimitChanger? I could hack around this my just making 3 different Arch buildings, but it would be more elegant to have it done with 1 Arch building entity so that there are not 3 Arch building buttons in the UI. Edited October 2, 2015 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 2, 2015 Author Report Share Posted October 2, 2015 (edited) Okay, so I make it that player must build an Arch to advance to Town Phase and another Arch to advance to City Phase. Arch has different cost for each phase, so Town Phase and City phase cost nothing, their cost replaced by cost of Arch. Build Wonder (hopefully the Amphitheatrum Flavium, or Colosseum) to advance to City Phase.Sometime I like to make a "Frontier Outpost" upgrade to Outpost that make actor like this -> Principate Romans have 2 barracks: Legionary Barracks (Village Phase) and Auxiliary Barracks (Town Phase). Their Soldiers can fight and build military and defensive builing. Their citizens, or Plebeians, can gather resources and building civic and economy buildings. The Slave, or Servus, can be bought from the Market and is good at mining and dying (he or she cost Metal but no population room). Edited October 2, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 3, 2015 Author Report Share Posted October 3, 2015 Left to right: Auxiliary Spearman, Auxiliary Spearman, Legionarius (Basic), Legionarius (Advanced), Legionarius (Elite), and Legionarius (Centurion).As a civ bonus, the Principate Romans get a 4th rank for the Legionarius, the Centurion. 2 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 4, 2015 Author Report Share Posted October 4, 2015 (edited) Anyone want to model this helmet for mod? It is for the Roman Auxiliary Archer. Edited October 4, 2015 by wowgetoffyourcellphone 2 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 4, 2015 Report Share Posted October 4, 2015 (edited) Yeah that helmet is a piece of art. Ask to Stanislas or... We can wait for Miket.I have some reference ( shields desings) from a recent book Legions of Rome from Stephen Dando-Collins : the definitive history of every Imperial Roman Legion. ISBN 978-1-250-00471-0 First U.S. Edition. Edited October 4, 2015 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 4, 2015 Report Share Posted October 4, 2015 (edited) Excuse me , I will upload more soon... Edited October 4, 2015 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 4, 2015 Author Report Share Posted October 4, 2015 (edited) That look like a fantastic book Lion. I think it would be verry neat if the game had a battalion system and the Roman legions could be represente accurately like this, with same shield for each battalion/legion and legion named properly in UI. Edited October 4, 2015 by wowgetoffyourcellphone 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 4, 2015 Report Share Posted October 4, 2015 That look like a fantastic book Lion. I think it would be verry neat if the game had a battalion system and the Roman legions could be represente accurately like this, with same shield for each battalion/legion and legion named properly in UI. if you want request something... I will try to make some time to your mod. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 4, 2015 Report Share Posted October 4, 2015 Some modification for Dacian campaigns Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 4, 2015 Report Share Posted October 4, 2015 I might make you helmet Wow if you want. As I said might be nice you use the rome forum and create the tasks on separate thread like for the main game :Like (ModName) [type of product] Thing name Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted October 4, 2015 Author Report Share Posted October 4, 2015 (edited) I might make you helmet Wow if you want. As I said might be nice you use the rome forum and create the tasks on separate thread like for the main game :Like (ModName) [type of product] Thing nameI thought that Rome mod was a separate mod. This is a new civ for Delenda Est.I have more civ in plan too. Edited October 4, 2015 by wowgetoffyourcellphone Quote Link to comment Share on other sites More sharing options...
Stan` Posted October 4, 2015 Report Share Posted October 4, 2015 Maybe we could make you your own subforum, I'll ask feneur 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted October 4, 2015 Report Share Posted October 4, 2015 Yeah your mod is best mod talk about gameplay ( own / original) and adding extra civs, from Vanilla timeframe. It's like the mod that I dream create, because Romans and adding Civs like Sarmatians/ Scythians, own style games , very pronounced, very straight forward.You are like a gameplay designer. 1 Quote Link to comment Share on other sites More sharing options...
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