Originally Posted by khelvan
oh, is it? pity![]()
Originally Posted by khelvan
oh, is it? pity![]()
Managing perceptions goes hand in hand with managing expectations - Masamune
Pie is merely the power of the state intruding into the private lives of the working class. - Beirut
First, I recognize the focus is not on Rome, but on the need to improve everything non-Roman. However, Regarding Roman unit skins:
Did Roman legions fighting in the North dress warmer in the winter? It seems like a tunic would be quite cold, especially for the supporting combatants like archers and seige engineers. Would they not don additional clothing, such as fur, etc?
Just a thought... forgive my ignorance.
Regards
Yes they did, they used furs and similar, adopting techniques to keep themselves warm from the local population. So towards the end of the Empire with many of the troops being Germans, many units looked more "barbaric" than "Roman" as we would imagine it anyway. :) But that's out of the time frame of RTW anyway.Originally Posted by Divinus Arma
But I doubt it's possible to implement separate skins for winter time, but I'm not working on the mod, so I don't really know.![]()
If that is the case, and units can be regionally restricted for production; then perhaps legions raised in the colder climates could reflect this.
Thus, raise legions in Germanic regions and a set of observable and distinct uniform alterations (in agreement with history of course) would apply.
This would aid in the depth of experience, similar to that gained by regional titles granted to units I.E. "Legio V Germania" or Hispania, or whatever.
Of course, I am totally oblivious to all things modding, and thus remain awed by the entire process even now. My simple suggestions are only humbly submitted as passing thoughts of mild creativity. My thanks for the tolerance.
Warmest Regards,
Divinus Arma
But won't they change it, so that Roman troops will only be recruitable in Italy?
Then there would be no need to make separate skins. Don't know though.
Different skins are used to differentiate different faction's units, not the same unit with different clothings. To allow your ideas to work out we need new units that are just recruitable in that region and that have a "fur" skin.
Actually, Aymar, is that really the case? RTR, for instance, had different skins for the same unit within the same faction based on the province it was recruited from. Since we now have the ability to define basically an infinite number of recruitment regions we could do this, if we have the time to do the skinning, and it is possible to do it without defining new units.
The problem as I see it is that we can't change the skin based on the season. So if that legion recruited in a northern area is in battle in North Africa in the middle of summer, they will still be wearing furs.
Great point, Khelvan. I can't help but wonder though, where to strike the balance? I've read through many of your teams discussions on the historical accuracy of naked barbarians (or shirtless, rather). This may be a problem no matter what.Originally Posted by khelvan
To quote Shigawire:
I understand that much of Shigawire's comments relate to unit training origination location, but it also points out the relevance of climatic-regional unit representation.Originally Posted by Shigawire
It is just as absurd to have fur-clad romans marching around in North Africa as it is to have naked egyptians charging the Celtic northlands.
Also, if I may Quote Aymar de Bois Mauri in the opening of your valiant effort:
Clearly, the intended purpose of EB is historical regional accuracy.Originally Posted by Aymar de Bois Mauri
In conclusion, to exclude the climatic-regional alteration of (Roman) uniforms
is to counter the original intent of your project. The question and purpose of your endeavor, my lads, is not where the units will end up. Ultimately, historical integrity will require an acute focus on the unit's region of origination. I might also add that this will contribute significantly to the emersion so many of us crave, as we will have our "favorite units" from various regions!
Warmest regards,
Divinus Arma
P.S. How might I contribute? At the least, I would like to show my support.
With respect to the homelands system won't restricting where assimilation and integration takes place to where it happened historically give advantages to the more historically successful factions? While the aim of the EB mod is historical accuracy, its goal isn't to make RTW into a historical simulation that merely reenacts history in the manner it happened. After a long period or Roman rule and successful Romanization it would seem only logical for it to be possible to recruit Roman Legions there, as happened, for example in Illyricum after Tiberius’ invasion and its subsequent Annexation.Originally Posted by khelvan
Would it be possible for the EB mod to extend the period of time during which RTW takes place? I for one would like to be able to play into the 2nd or 3rd centuries A.D and the height of Imperial Rome.
I also find the fact that a bribed army (if its not made up of troops that your faction uses) disperses. Considering the level of mercenary use during the period wouldn’t it be more realistic for them to join your faction as mercenaries supplying you with troops (and a suitably massive upkeep cost). Also, is it possible to increase the cost and difficulty of bribing, and also take into account how close to home the army being bribe is. I would think it would take an incredible amount of money to hire a Germanic warband to attack their own tribal chief but significantly less to fight against a neighbor Gallic one.
Is it possible to reduce the distance to capital penalty? If possible it would seem to make sense that a good road system and a large amount of trade and thriving sea lanes should do something to mitigate this. After all, the Roman road system was almost as important in keeping the Empire together as the Legions.
The system of population and cities in RTW seems to tell us that everyone in the ancient world lived in urban centers. This is of course ridiculous as the vast majority of the population of the ancient world was made up of farmers who lived in the countryside. As such it should be feasible for a city of only 1000 to raise a number of (poorly equipped and trained) solders far in excess of its size. Either the population of cities in RTW is referring to the entire population of the province, in which case squalor would be a notably less pressing issue, or it is referring only to the population of the city proper, and as such the recruitment system seems notably flawed. While this, especially if the later supposition is true, would make little difference in actual game play, I still find it quite irksome.
Finally, sorry about the length of this post, could you briefly explain what EB’s plans for dealing with Roman factions are. It seems both ridiculous and ahistorical to have such private family fiefdoms during the high of the Republic’s power (although it becomes notably more accurate later in Roman history). I would love to at least seem a more unified Roman military uniform (rather than the radically different Purple, Red, Blue and Green) or vanilla RTW (same look different banners perhaps). It would be even nicer to see a unified Rome where 3 different families count as generals and governors and compete for leadership positions dispensed by the senate (of which they are important members). I’m about 99.9% sure that would require a complete recoding of large parts of the game though and will have to wait (fruitlessly I’m sure) for CA to do something about it.
History is for the future not the past. The dead don't read.
Operam et vitam do Europae Barbarorum.
History does not repeat itself. The historians repeat one another. - Max Beerbohm
I think I may have misstated things. We're not restricting recruitment only to factions that were historically successful. We are, for the most part, making units available where they were raised historically. Granted, some factions will have specific units available to them when conquering other areas (such as the Romans and Carthaginians) that other factions will not, but the fact is that we are not attempting to balance the factions in our mod. Some are simply going to be easier to play.Originally Posted by QwertyMIDX
I don't believe this has been decided. However, I do not believe we will be extending the date, given the amount of work we would need to do to correctly depict the later armies. We are already struggling against the 300 unit limit, having defined about 250 new units so far.Originally Posted by QwertyMIDX
Bribed armies will not simply disperse, except in very limited circumstances. Removing the faction colors is a part of this, as is making the units available to be used (but not recruited, necessarily) by all factions. You will be happy here.Originally Posted by QwertyMIDX
Not unless you can reverse engineer RTW.exe, change the appropriate hard-coded information, and recompile it. If you can do that, I'll be your best friend!Originally Posted by QwertyMIDX
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While you make good points, we can only change what has been exposed for us by CA, and the mechanics of both the squalor system and the city/province depiction are definitely not exposed.Originally Posted by QwertyMIDX
In short, we have not decided yet. We are discussing and testing several different options.Originally Posted by QwertyMIDX
Well if making the distance to capital pentaly decrease is hardcored (as I assumed it would be) maybe a happiness bonus added to roads and ports would do the trick of representing the effect of efficent transport shrinking the effects of distance.
History is for the future not the past. The dead don't read.
Operam et vitam do Europae Barbarorum.
History does not repeat itself. The historians repeat one another. - Max Beerbohm
Nice idea. Really nice...Originally Posted by QwertyMIDX
That's a bit redundant. Roads and ports give you money bonus, which in turn allows you to reduce tax levels = makes people happier.
There will be more buildings that help fight unrest - someday, I promise ;) - so distance to capital should have less importance.
I'm still not here
You can only lower taxes so far and it really seems like the size of your empire should be mitigated by a good transport system. I really can't see how it's possible to say that Roman roads or Carth's sea lanes didn't reduce the problems of the size of their sprawling empires and the distance of the outlying regions from power.
History is for the future not the past. The dead don't read.
Operam et vitam do Europae Barbarorum.
History does not repeat itself. The historians repeat one another. - Max Beerbohm
Actually, we don't really fully know what roads do to cities. They 'improve roading', but I'd have to check out Ludus Magna forum to see if it's been researched what 'improved roads' really mean. Maybe they do something else, except just getting more money? Maybe they do reduce unhappiness a bit... I'll have to check on that.
I'm still not here
Sounds good to me, thanks for taking me seriously and best of luck with the research, I'd for the transport system to have a more unifying effect on an Empire than in Vanilla game play.
History is for the future not the past. The dead don't read.
Operam et vitam do Europae Barbarorum.
History does not repeat itself. The historians repeat one another. - Max Beerbohm
Hello. Though I'm new on this site and I'm only 17, I have been thoroughly interested in classical history for most of my life. I happened to find this site by accident in my own quest for Rtw realism. Coincidentally, I had just been making an interesting list of things, units, used in history that are not prevelant in the game and should be. I humbly present my list of historically accurate units to which I can add inumerable details should they be requested.
Ships:
Pentekonter
Hepteres (Spetireme)
Liburnian
Siege Engines:
Sambuca
The Fire Raiser
Helepolis
Race Specific:
Greek:
Sacred Band
Elephants
War elephants
Macedon:
hypaspists
gastraphetes
ballistas
Ptolmeic Empire:
elephants
Seleucid Empire:
hypaspists
Carthage:
chariots (including four horse ones)
Temple of Moloch
Gaul:
chariots
Nobles (phalanx/spearmen)
Germany:
javelin armed light cavalry
Romans:
auxilia cavalry archers
roman cataphracts
(these two may be a little out of time frame)
Mercenaries:
Thracian peltasts, slingers and javelinmen
Libyan chariots
Etruscans
Mamertines
Scythian foot archers
Oh, and I agree with the transport system having an effect on unrest. Knowing that retribution is swift has an extradorniary effect on many unruly people.
Why do you always say that! It scares me you know.Originally Posted by Khelvan
but at least you're not saying: je bent een hete mama.
cause that would completly scare the hell out of me!
Originally Posted by Tanit
Don't worry.
Hello Tanit, welcome to the Org! If you don't want to escape the eye of the moderator in charge of promotions, it may be wise to post an introduction in the Hail New Members topic in the Entrance Hall.
The topic you revived is almost a year old, and since then the unit list have been probably been finalized. Also, I think most of your suggestions are already in place. If you are interested in the units featured in EB, have a look at the previews listed in this thread and the screenshots in this (unfortunatly outdated) thread. There are also some unit previews in this thread.
Looking for a good read? Visit the Library!
...I was supposed to do that?Originally Posted by Ludens
Oops...
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Originally Posted by Zorba
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Times change...
Looking for a good read? Visit the Library!
I think I'v never done that either...Originally Posted by Zorba
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Well you don't have to from what I read in the FAQ its just one way to do things.
“By push of bayonets, no firing till you see the whites of their eyes”
- Friedrich der Große
Hey, I never did it either. It's not compulsory or anything. But some months ago the Guild returned to the old system where junior members have access to a limited number of fora only, the most important one being the Entrance Hall. The moderators who deal with promotions are mainly active there (though I think they also keep an eye on the other JM-accesible fora).
Looking for a good read? Visit the Library!
So there are fora I can't get into?
How elitist.
Je ne vois qu'infini par toutes les fenêtres.
Charles Baudelaire, Les Fleurs du Mal
Can'tOriginally Posted by Jebus
No I would imagine you can earn the right.
“By push of bayonets, no firing till you see the whites of their eyes”
- Friedrich der Große
I was talking about junior members.Originally Posted by Jebus
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