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Thread: Suggestions

  1. #31
    Nec Pluribus Impar Member SwordsMaster's Avatar
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    Default Re: Suggestions

    Quote Originally Posted by khelvan
    Excellent suggestion!

    If only it weren't hardcoded.

    oh, is it? pity
    Managing perceptions goes hand in hand with managing expectations - Masamune

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  2. #32
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Suggestions

    If you can find an exposed portion, we'll happily mod it! Just let me know ;)
    Cogita tute


  3. #33

    Default Re: Suggestions

    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
    "Great spirits have always encountered violent opposition from mediocre minds." -Einstein

    Quote Originally Posted by Pannonian View Post
    The Backroom is the Crackroom.

  4. #34
    Member Member Wikingus's Avatar
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    Default Re: Suggestions

    Quote Originally Posted by Divinus Arma
    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.

    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.

  5. #35

    Default Re: Suggestions

    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
    "Great spirits have always encountered violent opposition from mediocre minds." -Einstein

    Quote Originally Posted by Pannonian View Post
    The Backroom is the Crackroom.

  6. #36
    Member Member Wikingus's Avatar
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    Default Re: Suggestions

    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.

  7. #37
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Default Re: Suggestions

    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.

  8. #38
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Suggestions

    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.
    Cogita tute


  9. #39

    Default Re: Suggestions

    Quote Originally Posted by khelvan
    ...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.

    To quote Shigawire:

    Quote Originally Posted by Shigawire
    Don't forget that the Gaesatae was a tribe of mercenaries in Cisalpine Gaul, I don't want to see them being recruitable in Belgae or Britain for example. :p
    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.

    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:

    Quote Originally Posted by Aymar de Bois Mauri
    To try to make CA improve their rather "approximative" (incorrect, really) depiction of Celts, Britons, Germanics and Dacians in RTW.
    Clearly, the intended purpose of EB is historical regional accuracy.

    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.
    "Great spirits have always encountered violent opposition from mediocre minds." -Einstein

    Quote Originally Posted by Pannonian View Post
    The Backroom is the Crackroom.

  10. #40
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Suggestions

    Quote Originally Posted by khelvan
    Our plan is simple - to allow the recruitment of troops where it is historically accurate to do so. If certain troops could be recruited after their region fell under the control of a greater power, those troops will be recruitable in that context in our mod. Mercenaries, regional troops, faction troops, all will have an area where they can be recruited based on historical conditions.

    I think you will be pleasantly surprised by how much detail we are able to put into this area of our mod.
    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.

    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

  11. #41
    EB insanity coordinator Senior Member khelvan's Avatar
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    Default Re: Suggestions

    Quote Originally Posted by QwertyMIDX
    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.
    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.

    Quote Originally Posted by QwertyMIDX
    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 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.

    Quote Originally Posted by QwertyMIDX
    I also find the fact that a bribed army (if its not made up of troops that your faction uses) disperses.
    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.

    Quote Originally Posted by QwertyMIDX
    Is it possible to reduce the distance to capital penalty?
    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!

    Quote Originally Posted by QwertyMIDX
    The system of population and cities in RTW seems to tell us that everyone in the ancient world lived in urban centers.
    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.

    Quote Originally Posted by QwertyMIDX
    Finally, sorry about the length of this post, could you briefly explain what EB’s plans for dealing with Roman factions are.
    In short, we have not decided yet. We are discussing and testing several different options.
    Cogita tute


  12. #42
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Suggestions

    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

  13. #43
    Father of the EB Isle Member Aymar de Bois Mauri's Avatar
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    Default Re: Suggestions

    Quote 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.
    Nice idea. Really nice...

  14. #44
    Wandering Historian Member eadingas's Avatar
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    Default Re: Suggestions

    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

  15. #45
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Suggestions

    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

  16. #46
    Wandering Historian Member eadingas's Avatar
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    Default Re: Suggestions

    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

  17. #47
    EB Token Radical Member QwertyMIDX's Avatar
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    Default Re: Suggestions

    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

  18. #48
    That other EB guy Member Tanit's Avatar
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    Default Re: Suggestions

    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



  19. #49
    That other EB guy Member Tanit's Avatar
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    Default Re: Suggestions

    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.



  20. #50
    Speaker of Truth Senior Member Moros's Avatar
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    Default Re: Suggestions

    Quote Originally Posted by Khelvan
    ik hou van jou? Fear my Dutch
    Why do you always say that! It scares me you know.

    but at least you're not saying: je bent een hete mama.
    cause that would completly scare the hell out of me!

  21. #51
    Probably Drunk Member Reverend Joe's Avatar
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    Default Re: Suggestions

    Quote Originally Posted by Tanit
    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
    Don't worry.

  22. #52
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Suggestions

    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!

  23. #53
    Probably Drunk Member Reverend Joe's Avatar
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    Default Re: Suggestions

    Quote Originally Posted by Ludens
    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.
    ...I was supposed to do that? Oops...


  24. #54
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Suggestions

    Quote Originally Posted by Zorba
    ...I was supposed to do that? Oops...



    Times change...
    Looking for a good read? Visit the Library!

  25. #55
    Speaker of Truth Senior Member Moros's Avatar
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    Default Re: Suggestions

    Quote Originally Posted by Zorba
    ...I was supposed to do that? Oops...

    I think I'v never done that either...

  26. #56
    "Audacity, always audacity!" Member Simmons's Avatar
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    Default Re: Suggestions

    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

  27. #57
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Suggestions

    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!

  28. #58
    Son of Gob. Member Jebus's Avatar
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    Default Re: Suggestions

    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

  29. #59
    "Audacity, always audacity!" Member Simmons's Avatar
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    Default Re: Suggestions

    Quote Originally Posted by Jebus
    So there are fora I can't get into?

    How elitist.
    Can't

    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

  30. #60
    Arrogant Ashigaru Moderator Ludens's Avatar
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    Lightbulb Re: Suggestions

    Quote Originally Posted by Jebus
    So there are fora I can't get into?

    How elitist.
    I was talking about junior members.
    Looking for a good read? Visit the Library!

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